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Dev Blog: Team Up: Industry Work Teams

First post First post First post
Author
Phantom M
Hedion University
Amarr Empire
#161 - 2014-04-30 14:02:46 UTC
So i pay to win bid in some system to get team i pay them 2% more to get 3-5% cheaper plus i get +100 people that producing in mine system becosue thay want team bringing +2% more expensive producing becose of system global work in mine system ???

Can teams be corporation or alliance assets ?? that whay it promote Indi corps and so on
Loraine Gess
Confedeferate Union of Tax Legalists
#162 - 2014-04-30 14:03:26 UTC
Soniclover, I would ask if it's possible to retract bids on teams. If it so possible, then you will hand us an important tool to wage economic warfare.



And isn't that the point of the market? PVP? Twisted
Victoria Sin
Doomheim
#163 - 2014-04-30 14:05:21 UTC  |  Edited by: Victoria Sin
This is an opportunity for real player interaction completely wasted. Why can't my alts with skills be a "team", and other players bid to use their industry or research "slots" (skills)? That would be interesting. But no, instead we've got some abstract incomprehensible isk sink to deal with - yet another - to make working out your actual costs even more tedious and difficult.

When it comes to industry, CCP have replaced one set of complexities with another.

I see no net gain. This is stupid. I'm out.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#164 - 2014-04-30 14:07:37 UTC
Dav Varan wrote:
CCP SoniClover wrote:
handige harrie wrote:
If teams have a minimum cost per Jump and teams can be used in Wormholes, how are bids from WH's calculated?


They're assumed to have a fixed jump distance of 50.



Given that wormhole can only be navigated too if you have someone inside the wormhole system to pop up an entrace how will the teams get to the wormhole system.

Do they know something we dont?

I've often thought that taking strong drugs allowed me to travel to other worlds. Finally, this is the confirmation I have been waiting for.
CCP SoniClover
C C P
C C P Alliance
#165 - 2014-04-30 14:07:51 UTC
Loraine Gess wrote:
Soniclover, I would ask if it's possible to retract bids on teams. If it so possible, then you will hand us an important tool to wage economic warfare.



And isn't that the point of the market? PVP? Twisted


Hm, could work. We'll look into it, thought it might lead to too weird situation. Would have to be worked into the sniper rules, as the most important thing is how things stand in the last minute of the auction.
T3abag
Cutting Edge Incorporated
#166 - 2014-04-30 14:07:57 UTC
I loved the industry changes.

Until this change. The last thing I wanted was an overly complicated whole new game mechanic on top of an existing crappy game mechanic (yes, invention in the new UI still is awful).

This is literally the worst game design feature I've ever seen. Industry is already complex enough as it is, and you didn't give us job batches to compensate for the new UI that will actually take longer to do repetitive tasks (like inventing).
Rivr Luzade
Coreli Corporation
Pandemic Legion
#167 - 2014-04-30 14:08:08 UTC
CCP SoniClover wrote:
Rivr Luzade wrote:
So, do I get that right: I bet on the Team and I win the Team and then everyone else can use my Team and doesn't need to pay money to me to use my Team. So I pay that others can use it?


This can happen.


This is a bit awkward. If I win the team, other players should pay me for using my team.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Victoria Sin
Doomheim
#168 - 2014-04-30 14:08:43 UTC
T3abag wrote:
I loved the industry changes.

Until this change. The last thing I wanted was an overly complicated whole new game mechanic on top of an existing crappy game mechanic (yes, invention in the new UI still is awful).

This is literally the worst game design feature I've ever seen. Industry is already complex enough as it is, and you didn't give us job batches to compensate for the new UI that will actually take longer to do repetitive tasks (like inventing).


Silly isn't it. I was thinking WTF as I read it.
Malthuz Silva
The Scope
Gallente Federation
#169 - 2014-04-30 14:10:14 UTC
Laendra wrote:
While I think I see what you are trying to do here, ultimately, this moves us backwards, where NPCs are more important than Players (like when they controlled many market items, etc.). That's like the GM having the NPCs, in any RPG, do all the important stuff, while the Players are watching events unfold, as if watching a movie.

Instead, Players should be Active Participants...the heroes of the story, if you will. NPCs should only be the standard, default, non-bonused, workforce.

If EVE is all about playing as a group, teams should be groups of Players, who get together and provide extra bonuses to other jobs.

For instance, if I wanted to offer my manufacturing capability out for sale, I could....it would limit my ability to produce on my own, but it would be both a source of income and a boon to whomever was willing to pay for those services, gaining extra ME or TE based on my skills/specializations. The more people that you were able to bring in, the better your results.


That is the basis for what I feel Teams should have been.



This
Riela Tanal
Science and Trade Institute
Caldari State
#170 - 2014-04-30 14:10:19 UTC
So why are the teams NPCs instead of composed of players? Seems more like focusing more on solo work then a combined effort for industrial operations. I was envisioning more of the team aspect function in industry but I suppose I can wait and see.
Laendra
Universalis Imperium
Goonswarm Federation
#171 - 2014-04-30 14:11:02 UTC
Rivr Luzade wrote:
CCP SoniClover wrote:
Rivr Luzade wrote:
So, do I get that right: I bet on the Team and I win the Team and then everyone else can use my Team and doesn't need to pay money to me to use my Team. So I pay that others can use it?


This can happen.


This is a bit awkward. If I win the team, other players should pay me for using my team.



You're looking at it all wrong. Your bid adds to the system's bid for the team...if you're the only one bidding on a team, you should probably be looking around and asking why...
Cultural Enrichment
Jenkem Puffing Association
#172 - 2014-04-30 14:11:46 UTC
Rivr Luzade wrote:


This is a bit awkward. If I win the team, other players should pay me for using my team.

You dont win the team, you win getting the team in the system you want.

It's like nobody here ever heard of game theory.
Medalyn Isis
Doomheim
#173 - 2014-04-30 14:11:47 UTC  |  Edited by: Medalyn Isis
DEFANDER wrote:
This will be my last post.
Clearly not. You have disappointed us all.

DEFANDER wrote:
How many questions that you do not get a response to are too many from your perspective ?

DEFANDER wrote:
Pirmasis Sparagas wrote:
Why not let DUST 514 players to train teams?
After all - they are the ones who live in planets.


Good poing.

Or be a part of the process to an even greater %.

Have all the professions available to learn and skill up by the DUS 514 players, and they can make them self's available for hire.
Lady Zarrina
New Eden Browncoats
#174 - 2014-04-30 14:12:05 UTC
Should be interesting to see how this plays out. Might be real interesting for the capital builders (assuming there are capital related teams)

EVE: All about Flying Frisky and Making Iskie

Bad Bobby
Bring Me Sunshine
In Tea We Trust
#175 - 2014-04-30 14:12:21 UTC
Riela Tanal wrote:
So why are the teams NPCs instead of composed of players? Seems more like focusing more on solo work then a combined effort for industrial operations. I was envisioning more of the team aspect function in industry but I suppose I can wait and see.

There is no reason why a group of players could not take advantage of these teams.
Loraine Gess
Confedeferate Union of Tax Legalists
#176 - 2014-04-30 14:12:43 UTC
Don Aubaris wrote:
A boost on your job in exchange for money...fine, although it should only be a speed-boost. More people will usually not bring down material costs.

Auctioning teams to get them in a particular system : bad idea. This just means that, once again, you as devs can't resist to manipulate the sandbox. People must and shall play in heavily used systems apparantly.

Making this auctioned team available for the whole system for no charge : really bad idea. A resource payed by one (or a few) is freely available to the general public. What kind of socialistic crap is that in this capitalistic game? So I'm sponsoring my competitors and every freeloader in the game? Bringing a team to a system should be an investment. Yes you can make it available to all. But then one should get at least part of the money people pay to add to those teams to their jobs.

PS. I wonder how long it will take before all teams are in null-sec...



Letting players determine where the teams go = DEVS RUINING THE SANDBOX?
Rust Connor
Industrias PapaCapim
#177 - 2014-04-30 14:13:21 UTC
There will be interaction!
PvPer will know exactly where people are producing. I can predict systems under siege for days. "Follow the Specialists" they'll say. =)
CCP SoniClover
C C P
C C P Alliance
#178 - 2014-04-30 14:13:54 UTC
Riela Tanal wrote:
So why are the teams NPCs instead of composed of players? Seems more like focusing more on solo work then a combined effort for industrial operations. I was envisioning more of the team aspect function in industry but I suppose I can wait and see.


Cooperative gameplay in industry requires complete rewrite of the corp role system. Hopefully that will happen soon (you didn't read this here).
Michael Harari
Genos Occidere
HYDRA RELOADED
#179 - 2014-04-30 14:14:54 UTC  |  Edited by: Michael Harari
Is it public knowledge which teams are working in which systems?

Ie, can you look through active teams and see where there are teams with titan building active
Kip Troger
Exiled Kings
Pain And Compliance
#180 - 2014-04-30 14:15:05 UTC
It is an interesting concept!

I really like the idea of independant entities coming together because of location to improve their area of operations. I think that this really brings to life interaction in high sec space, where a lot of systems are shared with many small independant entities.

I don't see this world shaping aspect in low sec or null as much because often times people that share systems out there are all on one team or, sometimes in low sec - bitter enemies.

The way I look at these teams is somewhat like decryptors for invention - and that they are only worth it for certain items and at certain profit margins.

I think the design concept for "less materials" or "less time" is a bit of a let down. It would have been nice to see some creativity in the actual team effects -

some chance based teams that have a small chance to avoid station tax, material waist (on not fully researched BPOs), possibly offer extra end items on some of the smaller teams like frigates and such, or can have a small chance to get your copy back after using all the runs...

I am sure you guys have put a lot of thought and effort into this, and maybe you are starting small, with room to expand, but these teams as they are leave a lot to be desired.

I do think giving players the opportunity to create and offer teams for auction sounds like a much better way to do this.