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Dev Blog: Team Up: Industry Work Teams

First post First post First post
Author
CCP SoniClover
C C P
C C P Alliance
#181 - 2014-04-30 14:15:43 UTC
Michael Harari wrote:
Is it public knowledge which teams are working in which systems?


What teams are in what systems is public knowledge. You don't know if or how much they're being used.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#182 - 2014-04-30 14:16:15 UTC
Michael Harari wrote:
Is it public knowledge which teams are working in which systems?

Yes, they are all in my wormhole.
virm pasuul
Imperial Academy
Amarr Empire
#183 - 2014-04-30 14:16:57 UTC  |  Edited by: virm pasuul
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.


I don't think it's meant to be a personal thing.
I think to get the good teams players are going to have to work together, and spread the cost to bring good teams to a system. People can and will leech ( PVP ) but moving a production line is not to be undertaken lightly. The only way to easily hop around to leech will be to load up individual job(s) ( all the blueprints and materials ) into freighter(s) and just do selected jobs at the target leech location.
Which means lots of juicy freighters moving around carrying fat lewts :)
Goes back to risk versus rewards and potentially provides more inter player game play even if that means you exploding and someone else getting rich.

Don't think of it as "you" winning a bid for a team - think of it as being part of the "team" in your system working together to win a job team and all of you sharing the benefit. Now there will be leechers, but then this is a PVP game........
Laendra
Universalis Imperium
Goonswarm Federation
#184 - 2014-04-30 14:17:10 UTC
CCP SoniClover wrote:
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).



Should have been the primary focus of the expansion then...EVERYTHING should be driving towards MORE cooperative gameplay....that's kinda the point of EVE isn't it?
Dinsdale Pirannha
Pirannha Corp
#185 - 2014-04-30 14:18:05 UTC
Sigh....

You guys at CCP really don't get it, do you.

What industrialists want, in real life or otherwise:

1. Cost certainty
2. Minimized risk for return (both in capital investment and getting shot at)
3. Minimizing non-productive time (you know, like what you are supposedly addressing with the UI changes)

In all 3 areas, you have managed to create the exact opposite.

Cost certainty is absolutely impossible with all these changes.
Risk of capital because of #1 just shot through the roof, and that does not even begin to deal with the real chances of getting shot at all the high choke systems that exist in the game.
And as for minimizing non-productive time, well, just like bad industrialists think that minerals they mine are free, you guys at CCP must think that all the time is free that is involved in guessing the profitability of a job, and then hauling materials, blueprints, finished products, and now, ultimately POS's, all over the universe.

A dynamic landscape for industrialists, expecting them to pull up stakes every now and then and move operations is one of the most stupid things to ever come out of CCP. Of course, given that the null sec cartels can establish and strictly control who builds, what they build, and when they build at every single null sec station under their control, this whole industry overhaul works perfectly for them. Gee, it is almost like they handed you the whole industrial blueprint and said "Here, implement this."

You seriously think this all these changes actually make industry MORE enjoyable for players?
You guys are so far out in left field, you can't even see home plate.
Victoria Sin
Doomheim
#186 - 2014-04-30 14:18:33 UTC
Kip Troger wrote:
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.


Which makes the system more popular, which makes the slot costs more expensive, which makes the system less popular, which basically means I'm going to have to be moving my ***** around New Eden once a month with no real clue what my costs will be for the next batch of whatever I plan to build.

It's such BS and goes against how a good business should be run. If I don't know what my costs are, I'm not going to build, period. Somebody else can do it.
Lilliana Stelles
#187 - 2014-04-30 14:19:11 UTC
Invention details PLEASE. Does the ME bonus apply to invention jobs? Does it reduce datacores required or does it boost the ME output of the copy?

Not a forum alt. 

Weaselior
GoonWaffe
Goonswarm Federation
#188 - 2014-04-30 14:21:14 UTC
Dinsdale Pirannha wrote:
Sigh....

You guys at CCP really don't get it, do you.

What industrialists want, in real life or otherwise:

1. Cost certainty
2. Minimized risk for return (both in capital investment and getting shot at)
3. Minimizing non-productive time (you know, like what you are supposedly addressing with the UI changes)

In all 3 areas, you have managed to create the exact opposite.

"cost certainty" isn't what industrialists want, it's what people who can't think want

as someone who can adapt i want cost uncertainty because then i can outcompete the idiots who can't figure stuff out without two years worth of experience being told exactly what to do

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

CCP SoniClover
C C P
C C P Alliance
#189 - 2014-04-30 14:21:37 UTC
Lilliana Stelles wrote:
Invention details PLEASE. Does the ME bonus apply to invention jobs? Does it reduce datacores required or does it boost the ME output of the copy?


Invention teams are coming later in a point release, so we haven't nailed down how they will work. They might work similar (or even replace) decryptors.
Nyjil Lizaru
Federal Defense Union
Gallente Federation
#190 - 2014-04-30 14:22:08 UTC  |  Edited by: Nyjil Lizaru
We all know Malcanis' Law: "Whenever a mechanics change is proposed on behalf of ‘new players’, that change is always to the overwhelming advantage of richer, older players."

I propose a corollary: "Any attempt to reduce the learning curve of EVE Online will be carried out via the addition of extra factors such that the game remains at least as complex and confusing, if not more so."

To be clear, I don't dislike the changes for my own sake - I'll be fine with them. But I do fear that the process of industry just became less easy for a new player to grasp.

edit: reworded and turned into a sig - vv

Nyjil's corollary to Malcanis' Law:   "Any attempt by CCP to smooth the learning curve of EVE Online will be carried out via the addition of extra factors and 'features' such that there is a net increase in complexity."

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#191 - 2014-04-30 14:22:39 UTC
Laendra wrote:
[quote=CCP SoniClover]

Should have been the primary focus of the expansion then...EVERYTHING should be driving towards MORE cooperative gameplay....that's kinda the point of EVE isn't it?


Actually I disagree here, I think the drive should be towards co-op play delivering good benefits, but also highly skilled individuals should still be able to attain equal benefits through more time and effort spent. I also believe that having interests in hi, lo, null, and WH space should benefit a player nore than one area gradually gaining all the advantages to coerce player movement to that region
CCP SoniClover
C C P
C C P Alliance
#192 - 2014-04-30 14:23:00 UTC
Dinsdale Pirannha wrote:
Sigh....

You guys at CCP really don't get it, do you.

What industrialists want, in real life or otherwise:

1. Cost certainty
2. Minimized risk for return (both in capital investment and getting shot at)
3. Minimizing non-productive time (you know, like what you are supposedly addressing with the UI changes)

In all 3 areas, you have managed to create the exact opposite.

Cost certainty is absolutely impossible with all these changes.
Risk of capital because of #1 just shot through the roof, and that does not even begin to deal with the real chances of getting shot at all the high choke systems that exist in the game.
And as for minimizing non-productive time, well, just like bad industrialists think that minerals they mine are free, you guys at CCP must think that all the time is free that is involved in guessing the profitability of a job, and then hauling materials, blueprints, finished products, and now, ultimately POS's, all over the universe.

A dynamic landscape for industrialists, expecting them to pull up stakes every now and then and move operations is one of the most stupid things to ever come out of CCP. Of course, given that the null sec cartels can establish and strictly control who builds, what they build, and when they build at every single null sec station under their control, this whole industry overhaul works perfectly for them. Gee, it is almost like they handed you the whole industrial blueprint and said "Here, implement this."

You seriously think this all these changes actually make industry MORE enjoyable for players?
You guys are so far out in left field, you can't even see home plate.


Optimizing towards boredom is not a good design direction, no matter how much you want it.
virm pasuul
Imperial Academy
Amarr Empire
#193 - 2014-04-30 14:24:04 UTC
Weaselior wrote:
Dinsdale Pirannha wrote:
Sigh....

You guys at CCP really don't get it, do you.

What industrialists want, in real life or otherwise:

1. Cost certainty
2. Minimized risk for return (both in capital investment and getting shot at)
3. Minimizing non-productive time (you know, like what you are supposedly addressing with the UI changes)

In all 3 areas, you have managed to create the exact opposite.

"cost certainty" isn't what industrialists want, it's what people who can't think want

as someone who can adapt i want cost uncertainty because then i can outcompete the idiots who can't figure stuff out without two years worth of experience being told exactly what to do



This ^^
Adding intelligence to the spreadsheet means people who can think for themselves will make more ISK.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#194 - 2014-04-30 14:24:17 UTC
CCP SoniClover wrote:
Dinsdale Pirannha wrote:
...


Optimizing towards boredom is not a good design direction, no matter how much you want it.

I see what you are up to, you almost made me read a Dinsdale post there... almost!
Loraine Gess
Confedeferate Union of Tax Legalists
#195 - 2014-04-30 14:25:20 UTC
I'm afraid I lost the post but someone made a good point in that the winning bidder should be able to access the team at base cost. This seems fair, but with bids piling up I would suggest the highest bidder among the system take the cake - Although then you might have to make a system to determine who's bidding what in what system, which has its own potential problems. To solve this you could make the "base" labor/build cost available to anyone who contributed at least a certain % of the pot (i.e. 5%). This would prevent people from "0.01isking" in order to get access to the lower (lower) build cost, but without contributing anything.



Of course, it remains to be seen how, if at all, players will need to be incentivized regarding bidding on teams. Personally I plan on bidding on day 1, but I have no idea how my price point compares to others - and would rather not share that information.
Lilliana Stelles
#196 - 2014-04-30 14:25:39 UTC
CCP SoniClover wrote:
Lilliana Stelles wrote:
Invention details PLEASE. Does the ME bonus apply to invention jobs? Does it reduce datacores required or does it boost the ME output of the copy?


Invention teams are coming later in a point release, so we haven't nailed down how they will work. They might work similar (or even replace) decryptors.


That would be interesting. Now I have something to be excited about. =D

Not a forum alt. 

Kruull Death
Supreme Headquarters Alien Defence Organisation
#197 - 2014-04-30 14:26:19 UTC
Well, I can see a new way to grief:

You go to your enemy systems and start biding for the teams. With that the overall cost of manufacturing of your enemies keeps going higher and making harder to be competitive or even wining the bid and not leaving any available for the local dwellers.

Also, what is not explained is the logic and how this will be done for nullsec. As you will have from t1 small ships to supercapitals production. not forgetting gas, modules, etc.

Fixing the UI is great but screwing the entire production process and making it a lot more expensive will raise prices of all manufactured items, with or without "teams".

Will also be a show stopper for beginners as it will be very complex. If you don't have an experienced bud in the game you most probably will never go into that industrialist.
Kip Troger
Exiled Kings
Pain And Compliance
#198 - 2014-04-30 14:27:03 UTC
Victoria Sin wrote:
Kip Troger wrote:
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.


Which makes the system more popular, which makes the slot costs more expensive, which makes the system less popular, which basically means I'm going to have to be moving my ***** around New Eden once a month with no real clue what my costs will be for the next batch of whatever I plan to build.

It's such BS and goes against how a good business should be run. If I don't know what my costs are, I'm not going to build, period. Somebody else can do it.


While I think your statement is somewhat true, I do not think that this is unrealistic and I dont think that it is bad for the game. I think people who are willing to move to austere environments and can logistically work to get there products to trade HUBs should be rewarded, and it gives manufacturers decisions and some variables.

I think that some of these changes will effect profit margin, but unless u plan on manufacturing in the center of a trade hub, i dont think you will no longer be able to profit, unless somehow the teams can let people manufacture for well under what you material cost is...which will again provide decisions and variables for industrialists.

The only real harm I can see, is small entities in somewhat busy areas can no longer stay competitive, but that just feeds into the world shaoing design concept they are trying to achieve...
Seith Kali
Caldari Provisions
Caldari State
#199 - 2014-04-30 14:27:39 UTC

Dinsdale Pirannha wrote:
Sigh....

You guys at CCP really don't get it, do you.

What industrialists want, in real life or otherwise:

1. Cost certainty
2. Minimized risk for return (both in capital investment and getting shot at)
3. Minimizing non-productive time (you know, like what you are supposedly addressing with the UI changes)

In all 3 areas, you have managed to create the exact opposite.

Cost certainty is absolutely impossible with all these changes.
Risk of capital because of #1 just shot through the roof, and that does not even begin to deal with the real chances of getting shot at all the high choke systems that exist in the game.
And as for minimizing non-productive time, well, just like bad industrialists think that minerals they mine are free, you guys at CCP must think that all the time is free that is involved in guessing the profitability of a job, and then hauling materials, blueprints, finished products, and now, ultimately POS's, all over the universe.

A dynamic landscape for industrialists, expecting them to pull up stakes every now and then and move operations is one of the most stupid things to ever come out of CCP. Of course, given that the null sec cartels can establish and strictly control who builds, what they build, and when they build at every single null sec station under their control, this whole industry overhaul works perfectly for them. Gee, it is almost like they handed you the whole industrial blueprint and said "Here, implement this."

You seriously think this all these changes actually make industry MORE enjoyable for players?
You guys are so far out in left field, you can't even see home plate.


Dinsdale, I am personally going to make sure this is the update that turns Jita into a Goonswarm outlet store. Sleep well, little cretin, sleep well.

Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege. 

T3abag
Cutting Edge Incorporated
#200 - 2014-04-30 14:29:15 UTC
Dinsdale Pirannha wrote:
Sigh....

You guys at CCP really don't get it, do you.

What industrialists want, in real life or otherwise:

1. Cost certainty
2. Minimized risk for return (both in capital investment and getting shot at)
3. Minimizing non-productive time (you know, like what you are supposedly addressing with the UI changes)

In all 3 areas, you have managed to create the exact opposite.

Cost certainty is absolutely impossible with all these changes.
Risk of capital because of #1 just shot through the roof, and that does not even begin to deal with the real chances of getting shot at all the high choke systems that exist in the game.
And as for minimizing non-productive time, well, just like bad industrialists think that minerals they mine are free, you guys at CCP must think that all the time is free that is involved in guessing the profitability of a job, and then hauling materials, blueprints, finished products, and now, ultimately POS's, all over the universe.

A dynamic landscape for industrialists, expecting them to pull up stakes every now and then and move operations is one of the most stupid things to ever come out of CCP. Of course, given that the null sec cartels can establish and strictly control who builds, what they build, and when they build at every single null sec station under their control, this whole industry overhaul works perfectly for them. Gee, it is almost like they handed you the whole industrial blueprint and said "Here, implement this."

You seriously think this all these changes actually make industry MORE enjoyable for players?
You guys are so far out in left field, you can't even see home plate.


This. It's already difficult to cost things like invention because of the chance based invention mechanic. The best you can do is approximate or average things like your blueprint/decryptor costs (which is something T2 BPO holders do not need to do). You then need to spend several days just making the stupid blueprints. Post patch, you will still need to do this because the UI does nothing to make this easier (it actually looks worse in the new UI).

I also have zero wish to move billions in blueprints around to find a new system.

The fun factor with this "feature" has gone from "un-fun" to "please stick a lemon juice coated rusty fork in my eye" un-fun.