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Dev Blog: Team Up: Industry Work Teams

First post First post First post
Author
Dinsdale Pirannha
Pirannha Corp
#461 - 2014-04-30 20:34:19 UTC  |  Edited by: ISD Ezwal
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.


Top teams will soon be going for hundreds of millions in an auction.
Imagine how many T2 Battleships or Jump Freighters they can pump out out in 1 month in a single null sec station (edit, should have said POS, since they will be getting some bonus as well, and a POS in deep null is completely safe), maxed out in upgrades, but restricted to a small elite team of manufacturers, to keep slot costs at a fixed known rate.

Individuals / small high sec indy corps will be completely shut out of the process for top tier teams.
*Snip* Please refrain from personal attacks. ISD Ezwal.
Regan Rotineque
The Scope
Gallente Federation
#462 - 2014-04-30 20:37:25 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).


im so very glad you added this.

i find these changes interesting but i was left with the feeling that as a player there was little benefit to any coordinated team play. When I first saw there would be a dev blog on team play I had envisaged that there would be skills and benefits to grouping together on a corp or alliance level. Where each individual brings some unique characteristic that is combined with other industrialists. New industrial implants that wouuld work better when grouped with other players.

this is a first start, and although at first seeming a bit complex, i did not start eve because it was easy. In fact the appeal to me has always been the dynamic and complex industrial side. I look forward to testing this out on SiSi.

Gospadin
Bastard Children of Poinen
#463 - 2014-04-30 20:46:28 UTC
I'm looking forward to a corp getting bored and dropping a trillion isk to move all teams into their wormhole.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#464 - 2014-04-30 21:00:35 UTC  |  Edited by: ISD Ezwal
Dinsdale Pirannha wrote:
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.


Top teams will soon be going for hundreds of millions in an auction.
Imagine how many T2 Battleships or Jump Freighters they can pump out out in 1 month in a single null sec station (edit, should have said POS, since they will be getting some bonus as well, and a POS in deep null is completely safe), maxed out in upgrades, but restricted to a small elite team of manufacturers, to keep slot costs at a fixed known rate.

Individuals / small high sec indy corps will be completely shut out of the process for top tier teams.
*Snip* Please refrain from personal attacks. ISD Ezwal..


Again the complained about fact of only a few (relatively) outposts in null works in the favour of those in null. They only need to guarantee outbidding on the best teams to fill the outposts for the pre-planned runs and they are automatically guaranteed to outproduce the opposition on whichever item they build since no-one else can compete with the remaining teams. Compound that with the 20% refining boost , outpost me boost and anything else I missed and this is looking good for null production.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#465 - 2014-04-30 21:09:50 UTC  |  Edited by: ISD Ezwal
I have removed some posts that replied to edited out parts of the posts they where quoting.

ISD Ezwal Community Communication Liaisons (CCLs)

Dirk MacGirk
Specter Syndicate
#466 - 2014-04-30 21:11:23 UTC
Corraidhin Farsaidh wrote:



Top teams will soon be going for hundreds of millions in an auction.
Imagine how many T2 Battleships or Jump Freighters they can pump out out in 1 month in a single null sec station (edit, should have said POS, since they will be getting some bonus as well, and a POS in deep null is completely safe), maxed out in upgrades, but restricted to a small elite team of manufacturers, to keep slot costs at a fixed known rate.

Individuals / small high sec indy corps will be completely shut out of the process for top tier teams.
But that is OK. That is by design. "Null sec way or the highway", is new CCP motto, which the cartel leaders personally tattooed on the foreheads of every dev.


Again the complained about fact of only a few (relatively) outposts in null works in the favour of those in null. They only need to guarantee outbidding on the best teams to fill the outposts for the pre-planned runs and they are automatically guaranteed to outproduce the opposition on whichever item they build since no-one else can compete with the remaining teams. Compound that with the 20% refining boost , outpost me boost and anything else I missed and this is looking good for null production.

[/quote]

I guess logistics is free, right? The 50% increase in jump fuel consumption doesn't kinda hurt nullsec producers just a little? Maybe? You think any real nullsec producer is going to be building battleships to sell in empire? I think you're pretty safe there. Carry on.
Lunaleil Fournier
Viziam
Amarr Empire
#467 - 2014-04-30 21:17:20 UTC  |  Edited by: Lunaleil Fournier
Disapointed that teams are not a collaborative manufacturing process such as "corp leader installs titan job, each corp member build x parts until job is complete." Lots of people were hoping for that, so I hope CCP considers this for an iteration in the future.

Interesting system nonetheless and sounds worthwhile.

Please rename to "contractor teams" as this more accurately describes the system.

I agree that players should control the seeding of teams, having a new profession based on training teams (and eventually training ship crews as well) sounds so awesome.
Cultural Enrichment
Jenkem Puffing Association
#468 - 2014-04-30 21:20:56 UTC  |  Edited by: Cultural Enrichment
Dinsdale Pirannha wrote:
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.


Top teams will soon be going for hundreds of millions in an auction.
Imagine how many T2 Battleships or Jump Freighters they can pump out out in 1 month in a single null sec station (edit, should have said POS, since they will be getting some bonus as well, and a POS in deep null is completely safe), maxed out in upgrades, but restricted to a small elite team of manufacturers, to keep slot costs at a fixed known rate.

Individuals / small high sec indy corps will be completely shut out of the process for top tier teams.
*Snip* Please refrain from personal attacks. ISD Ezwal.

First, top team (XL ship/titan specialization) will go for billions.

Second, any "small but elite" group of industrialists in nullsec will be bidding against the combined weight of "small but elite" highsec industrialists groups, to which adds every other random player.

What a lot of people dont seem to realize is the shift from planning (finding your productio niche and feeding it week after week) to decision-making. You are leaving a system involving (rather simple) optimisation problems to a system focusing on (complex by nature) competitive cooperation problems. If this doesnt makes you feel good about all the idiots you'll be able to **** over, you're an idiot yourself.

edit: P.S: this change is VERY related to teamwork in industry, as a coordinated effort will ensure a larger rate of bid-winning while sharing the costs. If you were hoping on some sort of forced-multi-player producing, you're underestimating how easy that would get gamed by multi-accounts producers.
ElectronHerd Askulf
Aridia Logistical Misdirection
#469 - 2014-04-30 21:26:05 UTC
Cultural Enrichment wrote:

edit: P.S: this change is VERY related to teamwork in industry, as a coordinated effort will ensure a larger rate of bid-winning while sharing the costs. If you were hoping on some sort of forced-multi-player producing, you're underestimating how easy that would get gamed by multi-accounts producers.


I think a lot of people were basically looking for the game to help them manage their alts.
Seith Kali
Caldari Provisions
Caldari State
#470 - 2014-04-30 21:26:10 UTC
Cultural Enrichment wrote:

What a lot of people dont seem to realize is the shift from planning (finding your productio niche and feeding it week after week) to decision-making. You are leaving a system involving (rather simple) optimisation problems to a system focusing on (complex by nature) competitive cooperation problems. If this doesnt makes you feel good about all the idiots you'll be able to **** over, you're an idiot yourself.

edit: P.S: this change is VERY related to teamwork in industry, as a coordinated effort will ensure a larger rate of bid-winning while sharing the costs. If you were hoping on some sort of forced-multi-player producing, you're underestimating how easy that would get gamed by multi-accounts producers.

Shocked Bravo sir.

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

Adunh Slavy
#471 - 2014-04-30 21:29:16 UTC
350125GO wrote:
This change is very bad for the small industrialist/small corps, and especially bad for new players that may be interested in industry.



Maybe not. Small corps and solo players tend to be rather nimble.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Kusum Fawn
Perkone
Caldari State
#472 - 2014-04-30 21:30:23 UTC
Adunh Slavy wrote:
350125GO wrote:
This change is very bad for the small industrialist/small corps, and especially bad for new players that may be interested in industry.



Maybe not. Small corps and solo players tend to be rather nimble.


at walking away fromt he game

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Ranger 1
Ranger Corp
Vae. Victis.
#473 - 2014-04-30 21:41:14 UTC
Kusum Fawn wrote:
Adunh Slavy wrote:
350125GO wrote:
This change is very bad for the small industrialist/small corps, and especially bad for new players that may be interested in industry.



Maybe not. Small corps and solo players tend to be rather nimble.


at walking away fromt he game

... and yet the player base continues to grow, year after year... Blink

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Soldarius
Dreddit
Test Alliance Please Ignore
#474 - 2014-04-30 21:41:50 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.


Quoted for posterity. Teams do for manufacturing exactly what decryptors do for invention.

On another note, I have to agree with those saying that this is making industry more complex. Whether this is good or bad is a matter of individual opinion.

Personally, I think its a PITA, and will require an entirely new UI aspect for the bidding process. I'm certainly not going to quit over it, and I sure as Hell won't be chasing teams across New Eden. I will simply use the best possible team available and I will likely never bid on them.

The fact that all bids within a solar system are pooled together means that the systems with the most successful manufacturers will always get the best teams. Whether that system happens to be Jita, Nonni, VFK, or some random system remains to be seen.

Since all players can see where those teams are operating, it will eventually come out where the best teams are operating (can you say EveMaps?) and some players will move there to take advantage of those excellent teams. But that will increase congestion, raising the installation fees of jobs. Griefers and suicide gankers will also use this information to find targets. Perhaps next year Burn Jita won't actually be in Jita.

I'm looking forward to see how the dynamics of this new system play out.

http://youtu.be/YVkUvmDQ3HY

Ranger 1
Ranger Corp
Vae. Victis.
#475 - 2014-04-30 21:45:15 UTC
I know this goes against the basic nature of many industrialists who are used to always having every possible cost savings and risk reduction strategy in game constantly in use by them, but this adds a new dynamic.

Figure your normal production costs per normal (dirt easy with the new AI).
Consider speculating a little bit of money to get a better team in your chosen (for whatever reason) center(s) of production.
"IF" you happen to get a team that will help with whatever you produce that is simply the icing on the cake, a bonus to your bottom line. Don't go in counting on it as a vital part of your profit/loss calculations.

It's as simple as that.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#476 - 2014-04-30 21:50:19 UTC
Soldarius wrote:
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.


Quoted for posterity. Teams do for manufacturing exactly what decryptors do for invention.

On another note, I have to agree with those saying that this is making industry more complex. Whether this is good or bad is a matter of individual opinion.

Personally, I think its a PITA, and will require an entirely new UI aspect for the bidding process. I'm certainly not going to quit over it, and I sure as Hell won't be chasing teams across New Eden. I will simply use the best possible team available and I will likely never bid on them.

The fact that all bids within a solar system are pooled together means that the systems with the most successful manufacturers will always get the best teams. Whether that system happens to be Jita, Nonni, VFK, or some random system remains to be seen.

Since all players can see where those teams are operating, it will eventually come out where the best teams are operating (can you say EveMaps?) and some players will move there to take advantage of those excellent teams. But that will increase congestion, raising the installation fees of jobs. Griefers and suicide gankers will also use this information to find targets. Perhaps next year Burn Jita won't actually be in Jita.

I'm looking forward to see how the dynamics of this new system play out.

Indeed, if a system continues to gain activity due to having consistently high quality and useful teams, it eventually begins to get so expensive that even those top notch teams can't provide enough advantage to justify keeping all that production going on there. Then people begin to relocate to the next best teams/low population systems... and the cycle continues.

The system is highly self balancing, and actually quite brilliant.

Now if only something similar could be implemented for market activity. Smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Weaselior
GoonWaffe
Goonswarm Federation
#477 - 2014-04-30 21:51:13 UTC
Is it correct that due to the one-week auction there effectively won't be teams until a week after the patch hits?

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

Ranger 1
Ranger Corp
Vae. Victis.
#478 - 2014-04-30 21:53:45 UTC
Weaselior wrote:
Is it correct that due to the one-week auction there effectively won't be teams until a week after the patch hits?

I think he said something about pre-seeding teams in one of his many replies.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#479 - 2014-04-30 22:00:02 UTC  |  Edited by: Corraidhin Farsaidh
Dirk MacGirk wrote:


I guess logistics is free, right? The 50% increase in jump fuel consumption doesn't kinda hurt nullsec producers just a little? Maybe? You think any real nullsec producer is going to be building battleships to sell in empire? I think you're pretty safe there. Carry on.


I don't believe I said logistics was free? I think I already mentioned earlier that to drive competition out some increased logistics cost will be acceptable in the short to medium term. They (the very organized null groups) already make profit whilst having to use logistics now, and will maximize production on the most profit making items they can to offset the increased jump fuel costs. This will be further maximized as more people have to move to null to maintain some profit margin, creating null markets.
MailDeadDrop
Archon Industries
#480 - 2014-04-30 22:00:14 UTC  |  Edited by: MailDeadDrop
Ranger 1 wrote:
Weaselior wrote:
Is it correct that due to the one-week auction there effectively won't be teams until a week after the patch hits?

I think he said something about pre-seeding teams in one of his many replies.

CCP SoniClover wrote:
Iorga Eeta wrote:

Joking aside, I like the idea in concept. It'll be interesting to see what happens when it goes live. How long is the "auction" period for a team, btw?


The auction will last for 7 days. We will pre-seed teams when this goes live, so on average six auctions will end every hour.

Weaselior is right to ask, though. SoniClover's response was directly regarding the auctions; there's some wiggle room about whether teams will be seeded *active* at the release.

Soniclover's reply does point out that there will be some very short auctions (a few hours) right after release though. Those might be important to watch.

I suppose, worst case, there will be an hour before the first teams could be active (assuming any of the 6-ish teams are worth bidding on) and potentially longer if the first several teams are crap (meaning we have to wait for the 3rd, 4th, ... auction to finish).

MDD