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Dev Blog: Team Up: Industry Work Teams

First post First post First post
Author
Medalyn Isis
Doomheim
#21 - 2014-04-30 12:03:14 UTC
CCP SoniClover wrote:
Kendra Zane wrote:
It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.

I do like the idea of team creation being a PI activity.

How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?

EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.

Currently it is around six teams per hour.

Ok just answered my question there. Six teams per hour sounds like quite a lot. So six teams would equal 24 members as each is made up of 4 different specialisations. So that is quite a lot per hour considering they last a month.

Also are teams predefined in terms of their composition, or can we select individually each of the component members?
CCP SoniClover
C C P
C C P Alliance
#22 - 2014-04-30 12:03:37 UTC
Berluth Luthian wrote:
I guess since teams can be used for POS/wormhole work, they can be summoned in systems where there isn't a station service for their respective specialty?


Yes, a team can operate in a system regardless of the system's infrastructure.
CCP SoniClover
C C P
C C P Alliance
#23 - 2014-04-30 12:05:09 UTC
Medalyn Isis wrote:
CCP SoniClover wrote:
Kendra Zane wrote:
It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.

I do like the idea of team creation being a PI activity.

How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?

EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.

Currently it is around six teams per hour.

Ok just answered my question there. Six teams per hour sounds like quite a lot. So six teams would equal 24 members as each is made up of 4 different specialisations. So that is quite a lot per hour considering they last a month.

Also are teams predefined in terms of their composition, or can we select individually each of the component members?


They are selected semi-randomly at creation. If and when we allow players to create teams themselves, they will have more control over this. By semi-random I mean that the specialties of the team members will be connected (like all ship related), not all over the place.
Nalha Saldana
Aliastra
Gallente Federation
#24 - 2014-04-30 12:05:13 UTC
Aziesta wrote:
Oh man. All these additional variable costs. My spreadsheets are going to need some serious love.


Hopefully the new UI will be good enough so you dont need to spreadsheet as much.
Alphari Vendren
Applied Vendrenics
#25 - 2014-04-30 12:06:19 UTC
Will there be sniper protection? I.e. a team auction doesn't close if a bid has been made in the last 60 seconds or so? If there isn't, an auction becomes a race to see who clicks fastest in the last server tick.
Nalha Saldana
Aliastra
Gallente Federation
#26 - 2014-04-30 12:06:40 UTC
CCP SoniClover wrote:
Kendra Zane wrote:
It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.

I do like the idea of team creation being a PI activity.

How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?

EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.


The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour.


You should consider having a floating spawn rate that depends on how popular they are, future proof ftw.
Droidyk
Maniacal Miners INC
The Legends In The Game
#27 - 2014-04-30 12:06:45 UTC
Awesome, I love how it all goes more in tact with lore and the EVE Universe itself. P
Medalyn Isis
Doomheim
#28 - 2014-04-30 12:07:10 UTC
CCP SoniClover wrote:
Nalha Saldana wrote:
Is there a minimum markup when bidding on a team?
And if so is it % or fixed value?


The minimum is based on the distance between the team's home system and the system you're bidding for. The current numbers are 10,000 ISK per jump (this is easily adjustable).

You get the isk back though if you lose the auction. So I don't see how this is much of a deterrent unless there is no competition for bidding on teams.

Perhaps make there be a fixed cost to bid on the team which would not count towards the auction bid, and is only taken if you win the auction. That would make a lot more sense.
Cultural Enrichment
Jenkem Puffing Association
#29 - 2014-04-30 12:08:20 UTC
CCP SoniClover wrote:
Kendra Zane wrote:
It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.

I do like the idea of team creation being a PI activity.

How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?

EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.


The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour.

6 teams created each hour, as in 144 each day, over 4000 active simultanously?
CCP SoniClover
C C P
C C P Alliance
#30 - 2014-04-30 12:09:03 UTC
Alphari Vendren wrote:
Will there be sniper protection? I.e. a team auction doesn't close if a bid has been made in the last 60 seconds or so? If there isn't, an auction becomes a race to see who clicks fastest in the last server tick.


We haven't implemented it yet, but it is on our agenda. If we don't manage to add it before the release, we aim to do it in a point release.
CCP SoniClover
C C P
C C P Alliance
#31 - 2014-04-30 12:09:55 UTC
Cultural Enrichment wrote:
CCP SoniClover wrote:
Kendra Zane wrote:
It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.

I do like the idea of team creation being a PI activity.

How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?

EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.


The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour.

6 teams created each hour, as in 144 each day, over 4000 active simultanously?


This sounds about right.
Nevyn Auscent
Broke Sauce
#32 - 2014-04-30 12:10:06 UTC
I fail to see how this balances with an ME bonus. Either the ME bonus in materials saved is not worth the cost of the team in the system, and you don't use it, or it is worth the cost and you save by using it.
It's a very linear bonus since either you save more than the team costs or you don't.

Could you explain why your design philosophy felt this was a good approach to take creating such a linear bonus which allows you to 'pay' isk to actually save money overall.
Sugar Kyle
Middle Ground
#33 - 2014-04-30 12:10:24 UTC
Berluth Luthian wrote:
I guess since teams can be used for POS/wormhole work, they can be summoned in systems where there isn't a station service for their respective specialty?


I guess they live in your POS.

Member of CSM9 and CSM10.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#34 - 2014-04-30 12:10:37 UTC
I was hoping this would be a way for players to work togetherWhat?

The game needs a way to indicate i am building this for this persons other job so peoples completed jobs feed other peoples work in process, kinda like PI works.


It also needs a way for community world building so we can click on a object/ station that a player as requested the pilots around him help build and the players can see in game what parts are still needed and how long till the in space item is built.

This conversation might need to be moved over to the UI blog but it is a point that needed to be said.

Interesting new twist to the game. We just need a way to help them get well build into the game even if the team does not become playable again role players have a way they can combat the "slave labor" attitude of the feature.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Medalyn Isis
Doomheim
#35 - 2014-04-30 12:11:18 UTC  |  Edited by: Medalyn Isis
Cultural Enrichment wrote:
CCP SoniClover wrote:
Kendra Zane wrote:
It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.

I do like the idea of team creation being a PI activity.

How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?

EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.


The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour.

6 teams created each hour, as in 144 each day, over 4000 active simultanously?

Yes seems so. So that would be 4032 teams active at one given time given a 28 day month. Which would equate to 16128 specialisations active. Seems like a very large amount. Not sure if this is a good thing or not though.

This means competition wont be so high that no one can afford this. Although if there is a very desirable team, especially given that team composition is randomly pre-defined, then there could be bidding wars on teams which have a highly desirable compositions. Could be interesting.
sci0gon
Kaira Innovations
#36 - 2014-04-30 12:11:24 UTC
if its a isk sink you're looking for with this wouldn't it be better to seed them on the market for npc prices only and not allow them to be produced through PI later?

item = random team selector (rts)
the rts would picks teams dependant on the chance % to obtain them through a double clicking mechanism to open it and find out which team was won.

this way it'd cause more of them to be bought to get the team they do want.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#37 - 2014-04-30 12:11:56 UTC
Cultural Enrichment wrote:
CCP SoniClover wrote:
Kendra Zane wrote:
It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.

I do like the idea of team creation being a PI activity.

How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?

EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.


The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour.

6 teams created each hour, as in 144 each day, over 4000 active simultanously?

And all in my wormhole.

We're going to have to hire a better pool cleaner, as these academic types have poor personal hygine.
zahter
Shayol Ghul Forge
#38 - 2014-04-30 12:12:19 UTC
Very interesting and brilliant idea, however i fear big guys will monopolize the good teams. Little industrialists will find it difficult to win against giant empires.
CCP SoniClover
C C P
C C P Alliance
#39 - 2014-04-30 12:12:27 UTC
Medalyn Isis wrote:
CCP SoniClover wrote:
Nalha Saldana wrote:
Is there a minimum markup when bidding on a team?
And if so is it % or fixed value?


The minimum is based on the distance between the team's home system and the system you're bidding for. The current numbers are 10,000 ISK per jump (this is easily adjustable).

You get the isk back though if you lose the auction. So I don't see how this is much of a deterrent unless there is no competition for bidding on teams.

Perhaps make there be a fixed cost to bid on the team which would not count towards the auction bid, and is only taken if you win the auction. That would make a lot more sense.


The intention here is not to have the distance act as a hard barrier or too much of a penalty. The way we see this is that very good teams will be competed on a global scale, because their value (and thus how much people are willing to pay to get them) is so high that meeting the minimum is no issue. For less good teams, there will be a cut-off point where the minimum price is higher than what you're willing to pay for the team, so that creates more localized market.
Kip Troger
Exiled Kings
Pain And Compliance
#40 - 2014-04-30 12:13:19 UTC
When you are bidding, do you actually put your isk into the pool for a system and it gets returned to you at the end of the auction if your system does not win?

Is it a blind auction? Or Will you be able to see all system bids for that team?

Can you put bids in for multiple systems?