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Dev Blog: Team Up: Industry Work Teams

First post First post First post
Author
Freelancer117
So you want to be a Hero
#441 - 2014-04-30 19:38:22 UTC
I like the idea of combining Master of Orion II gameplay elements with Eve Online.

One day we will have actual ingame ship crew that have experience levels and tweak small stats like Warp Drive Speed, or Signature Size, etc Cool

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

http://bit.ly/1egr4mF

Shinya Shazih
Markarian Society
#442 - 2014-04-30 19:39:04 UTC
Gamer4liff wrote:
Not much point implementing a new core element to a manufacturing system if it's out of the reach of the majority of manufacturers, after all.


New eve profession: grief by driving up auctions
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#443 - 2014-04-30 19:40:24 UTC
MailDeadDrop wrote:
Ludacrys wrote:
To me this seems like a blatant high sec nerf, nullsec boost.

They are doubling the cost of jump freighter fuel
Weaselior wrote:
how in the blazes is doubling the cost of jump freighter fuel, something highsec doesn't use, a highsec nerf and a nullsec boost

I had the same reaction. Plus, it's a 50% increase in jump drive fuel consumption, not a 100% (doubling). Cite:
https://forums.eveonline.com/default.aspx?g=posts&m=4526547#post4526547

Frothing seems to impede logic.

MDD


One thing though...wouldn't the jump freighter thing be a shortish to medium term problem if more people move to null and create markets for goods? If goons are planning years ahead then the early losses in jump fuel would be trivial compared to long term domination.
Markku Laaksonen
School of Applied Knowledge
Caldari State
#444 - 2014-04-30 19:41:24 UTC  |  Edited by: Markku Laaksonen
Could these specialized NPC work teams (that could potentially be player trained via PI) possibly serve as some kind of interaction for DUST's planet side activities? i.e. attacking a team in training, in transit, on site, defending, extracting, sabotaging, etc.?

EDIT: This (along with other ideas) could provide a much needed boost in connectivity between EVE and DUST and an incredibly overdue expansion of PvP game modes and and introduction for PvE activities in DUST.

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Albert Spear
Non scholae sed vitae
#445 - 2014-04-30 19:41:52 UTC
This comment is across all of the industry related blogs.

This is probably the least specific set of Dev Blogs I have seen in the last 2 years.

That makes it hard to evaluate the total impact of the changes.

It may be that the changes are wonderful, and it maybe that they are horrible. I can't judge.

Some real world worked examples - typical of most of the dev blogs - would be most helpful in figuring out how I feel.

Right now, I am inclined to build all I can in the way of things I want and set on them. Stockpiling and holding production out of the market until after the Summer release. My gut feelings tell me that the costs and prices will increase significantly after the release.

Without the specifics I just don't know what to think about it.

Please across the 7 blogs give us some worked examples so we can be better informed, it maybe that this is the best change ever, only real data will tell us.
Almethea
Trans Stellar Express
#446 - 2014-04-30 19:43:57 UTC
you add a nice amount of **** in cycle production...meanwhile pos and sov code still waiting to be rework?

there's so many thing to fix in eve.... and they fix forum ! GJ! but ok i like it !

CCP Fozzie : AFK cloaking, however, is an entirely social form of power

MailDeadDrop
Archon Industries
#447 - 2014-04-30 19:50:18 UTC
Corraidhin Farsaidh wrote:
MailDeadDrop wrote:
Ludacrys wrote:
To me this seems like a blatant high sec nerf, nullsec boost.

They are doubling the cost of jump freighter fuel
Weaselior wrote:
how in the blazes is doubling the cost of jump freighter fuel, something highsec doesn't use, a highsec nerf and a nullsec boost

I had the same reaction. Plus, it's a 50% increase in jump drive fuel consumption, not a 100% (doubling). Cite:
https://forums.eveonline.com/default.aspx?g=posts&m=4526547#post4526547

Frothing seems to impede logic.

MDD


One thing though...wouldn't the jump freighter thing be a shortish to medium term problem if more people move to null and create markets for goods? If goons are planning years ahead then the early losses in jump fuel would be trivial compared to long term domination.

You still need to ship foreign moon goo in. So, other than the marketplace of T2 goods, your thoughts are valid.

MDD
Quintessen
The Scope
Gallente Federation
#448 - 2014-04-30 19:51:32 UTC
After taking a day to re-think it, I'm still concerned about the idea where teams will create production consolidation which increases risk to the industrialist.

Teams will be purchased because there is enough interest in them for that system to beat out everyone else. That implies that a non-trivial number of people are interested in making that class of thing. I would imagine that given the price differential, we're looking at people trying to pick up both the broad and narrow specialties. That further implies that more things will be made using the broad and narrow specialties as people decide to take advantage of the team while it's there.

Now, not all items are popular in a given area. There tend to be regional preferences. So we're increasing the chance that people will be creating similar things. It's already reduced by regional preference, then further reduced by chasing opportunity. Costs go up for raw components for demand to produce while the market is glutted with items of a certain class. Say small-scale/frigates. While I don't expect everyone to target that one thing I do expect that teams will end up being a net-negative in terms of a profitability of the people trying to make the most use of them -- unless they end up shipping their stuff far away.

So I expect to see a couple of percentage points of profitability trimmed off of a lot T1 goods where the blueprints are common enough to have a non-trivial number of people having them in reserve. T2 components will be less effected, may end up glutting the market in much the same way. It seems that sitting on inventory is going to be even more critical than it has before. This may end up hurting small-scale and low-skill industrialists.

(That said, overall the expansion is incredibly good for low-skill industrialists from the removal for the need for ME reducing skills meaning they can compete right away and not having to wait for months for skill slots in popular high-sec).
Lost Hamster
Hamster Holding Corp
#449 - 2014-04-30 19:54:03 UTC
Seriously... Dear Devs, what have you smoked recently? Shocked I know that some of you can not handle Chilli Blink

You know what I have liked in the industry? It's calculable. You give X in, you get Y out. With the recent plans to change the industry, it will be like a big black box.
You put the X and some Z, and hopefully you get Y back. But your prices will fluctuate like hell.
Good that my account expires in 5 day and 5 hours.. not sure if I want to play this industry anymore. See you at Star Citizen. Roll
Markku Laaksonen
School of Applied Knowledge
Caldari State
#450 - 2014-04-30 19:55:43 UTC
Weaselior wrote:
Ludacrys wrote:
To me this seems like a blatant high sec nerf, nullsec boost.

They are doubling the cost of jump freighter fuel
They are allowing for people to spend money on teams that give up to 5% ME, why would i spend ISK on something everyone can use? the answer is you wont unless you also control the system (0.0, WH, etc)
Outposts on top of that have another 5% ME

Not to mention the changes to ore and mineral compression

CCP wants people in 0.0 but i think the problem is the blobbing system that always benefits the people with power, CCP really needs to boost asymmetrical warfare or people will never go to 0.0 unless they are renters or pets

how in the blazes is doubling the cost of jump freighter fuel, something highsec doesn't use, a highsec nerf and a nullsec boost


A 50% (not doubled) increase in fuel requirements, will surely cripple the wallets of the null sec fat cats and put them in the bread lines. Also, there are no other changes taking place in the summer expansion. Only fuel requirement changes.

Roll

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Cultural Enrichment
Jenkem Puffing Association
#451 - 2014-04-30 19:57:20 UTC
Shinya Shazih 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.


So a number of teams spawn every day, what prevents me from hiring all of them into my wormhole?

You would have to outbid everyone else, which, I'm sure, may become quite expensive quickly.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#452 - 2014-04-30 19:58:37 UTC
Cultural Enrichment wrote:
Shinya Shazih 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.


So a number of teams spawn every day, what prevents me from hiring all of them into my wormhole?

You would have to outbid everyone else, which, I'm sure, may become quite expensive quickly.


Only on the few top teams and then exploit the hell out of the advantage for that month with preplanned job runs
Shinya Shazih
Markarian Society
#453 - 2014-04-30 20:04:32 UTC
Lost Hamster wrote:

You know what I have liked in the industry? It's calculable. You give X in, you get Y out. With the recent plans to change the industry, it will be like a big black box.
You put the X and some Z, and hopefully you get Y back. But your prices will fluctuate like hell.
Good that my account expires in 5 day and 5 hours.. not sure if I want to play this industry anymore. See you at Star Citizen. Roll


+1

I think I'll just wing it, calculate the most expensive way to produce, and price accordingly ...
and stop producting anything ....
Shinya Shazih
Markarian Society
#454 - 2014-04-30 20:08:03 UTC
Cultural Enrichment wrote:
Shinya Shazih 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.


So a number of teams spawn every day, what prevents me from hiring all of them into my wormhole?

You would have to outbid everyone else, which, I'm sure, may become quite expensive quickly.


I don't mind driving up auction prices, there will be a message in the end of the auction telling me who I have been griefing >:)
Almethea
Trans Stellar Express
#455 - 2014-04-30 20:08:31 UTC
Freelancer117 wrote:
I like the idea of combining Master of Orion II gameplay elements with Eve Online.

One day we will have actual ingame ship crew that have experience levels and tweak small stats like Warp Drive Speed, or Signature Size, etc Cool


and it will cost one plex for each crew member, they will die in fire when the ship explode?

there's so many thing to fix in eve.... and they fix forum ! GJ! but ok i like it !

CCP Fozzie : AFK cloaking, however, is an entirely social form of power

Weaselior
GoonWaffe
Goonswarm Federation
#456 - 2014-04-30 20:10:24 UTC
Markku Laaksonen wrote:

A 50% (not doubled) increase in fuel requirements, will surely cripple the wallets of the null sec fat cats and put them in the bread lines. Also, there are no other changes taking place in the summer expansion. Only fuel requirement changes.

Roll

go back and reread the post i quoted numbnuts

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

MailDeadDrop
Archon Industries
#457 - 2014-04-30 20:17:15 UTC  |  Edited by: MailDeadDrop
Nevermind.
Dracnys
#458 - 2014-04-30 20:25:02 UTC
The calculation for an industrialist will be like this:

+ Value of team bonus (materials saved, or faster production)
- Extra salary cost
=Benefit from hiring team

if the first two make a positive number it will likely be rather small. That's for one job, so it gets multiplied with more jobs. So controlling more jobs (as an individual with alts, or as a corp or alliance) makes it more worth it to bid on a team.

So we have Benefit * jobs# - cost of winning auction

Very likely not worth it for individuals, unless they're using a dozen alts producing the same thing. The individual industrialist will also invite more people to his production system (=higher cost) and possibly make it easier for competitors to produce (who are freeriding and didn't pay bids).

If a highsec industry corp wins an auction for a juicy team they can be sure that many other industrialists will come to their system and make it more expensive to produce, also inviting competition.

Nullsec alliances will be able to make it work. They have lots of pooled ISK from their activities and they can control who can produce in their system and station.

Possible EVE-like solution:
Entity that posed a bid can increase the extra salary cost by a percentage and effectively tax people for using the teams he acquired for the system. With multiple bidders the tax would be the weighted average (by % of winning bid made) of the tax rates set by each bidder and every bidder would receive a cut of the tax income according to his weight.

May be a very interesting game for the space-rich. With this system bidders have to consider: how much does it cost to win the team, what is the expected tax income and what is the best tax rate (too high and nobody will use the team).



SpaceSaft
Almost Dangerous
Wolves Amongst Strangers
#459 - 2014-04-30 20:27:39 UTC
CCP SoniClover wrote:
The cost scaling acts as a push - it encourages people to spread out. The teams encourage you to operate where the good teams are, so they act as a pull. Together it creates a dynamic landscape that changes over time. This was the goal. What it also does is reduce the predictability of the system. This is also intended.


Push and pull shake up the market leading to more volatility in prices, movement of assets which leads to more content for gankers, movers and industry guys.

What I don't understand is why the players have to create the pull? I mean If it's a star map -> production cost mapping, there is a natural minimum for people to go to. As such I don't really see what purpose the teams are supposed to fulfil? Paying for other people to get a bonus seems like a really weird idea not sure how this will play out. Putting them in random locations seems a better solution for this to me.

What I am going to say though is that this whole update is still missing:

-a multiplayer component ( Industry could be as well be a randomly generated single player game )
-a fix for the mess that is current POS access rights
-contracting from and to POCOs
-as far as I can see a solution to the problem of 1 hour long invention jobs being a pain to install
-an overview over complex production chains involving multiple steps
-Dust Industry integration
-Adjustment of sales tax the same way production cost changes but scaled with trade volume

and that you're not taking the time to fully develop this feature before release. AGAIN

Push the release of "teams" back entirely until you can release it for science and industry. Everything else is BS and you know it. Noone wants it piecemeal. Noone.

Quote:
Corpsystem rewrite


How many features will you tackle and leave the important bits out of with the explanation "Oooooh nonono. That's part of the corp system, we didn't touch that and officially don't intend to."?

Ok rethoric questions are unfair.

That's all I have to say for now so I'll stop now.
Dirk MacGirk
Specter Syndicate
#460 - 2014-04-30 20:32:16 UTC  |  Edited by: Dirk MacGirk
Lost Hamster wrote:
Seriously... Dear Devs, what have you smoked recently? Shocked I know that some of you can not handle Chilli Blink

You know what I have liked in the industry? It's calculable. You give X in, you get Y out. With the recent plans to change the industry, it will be like a big black box.
You put the X and some Z, and hopefully you get Y back. But your prices will fluctuate like hell.
Good that my account expires in 5 day and 5 hours.. not sure if I want to play this industry anymore. See you at Star Citizen. Roll


Yeah, how's that Star Citizen industry expansion coming along? WTF. SC. Enjoy your ship and hangar. Have they implemented ship spinning yet?

You had me at the level of increased complication and uncertainty, some of it just to be complicated. But then you went full popsicle with the Star Citizen horseshite. C'mon man.