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Dev Blog: Team Up: Industry Work Teams

First post First post First post
Author
Sgt EVE
Garage Bagage
#601 - 2014-05-01 22:03:12 UTC  |  Edited by: Sgt EVE
Loraine Gess wrote:
Sgt EVE wrote:
Loraine Gess wrote:




You have a large POS and can't manufacture 9b of product in an entire month, with the insane speed bonuses it gives you?



Seriously. Stop being bad at industry. Or don't. POS-produced goods will crush your market soon enough.


you don´t get the point my friend. the point is there is no reason to use a POS for Industry any more.
not for 5% jobcost reduction.




You produce 100b a month @ 1% margin (including all applicable fees, taxes, etc) in station.


I produce 100b a month, in a POS, @ ~3% margin. For materials.


I shave another .3% by dodging the NPC tax. POS arrays turn my 100b into 133.3b a month in turnover.



I am now earning ~4.4b a month, let's say -500m for fuel. So 3.9b.

You are earning ~1b.


I can afford to halve my profit margin, pushing you out of the market entirely at 500m/mo loss. And I would still earn ~1.7b a month in profit, after fuel. More than your entire operation could ever do without a POS.



We will bury you.


lol you give youself a 2% higher margin out of nowhere plus a .3% from NPC tax which is never that high based on the jobcosts

but yes run your POS and pay the work-team costs for your system.
You will find me next to your POS in a Station using your nice team and rising your jobcost until the no profit line. then i walk along to the next system.
Querns
Science and Trade Institute
Caldari State
#602 - 2014-05-01 22:03:44 UTC
Loraine Gess wrote:


You produce 100b a month @ 1% margin (including all applicable fees, taxes, etc) in station.


I produce 100b a month, in a POS, @ ~3% margin. For materials.


I shave another .3% by dodging the NPC tax. POS arrays turn my 100b into 133.3b a month in turnover.



I am now earning ~4.4b a month, let's say -500m for fuel. So 3.9b.

You are earning ~1b.


I can afford to halve my profit margin, pushing you out of the market entirely at 500m/mo loss. And I would still earn ~1.7b a month in profit, after fuel. More than your entire operation could ever do without a POS.



We will bury you.





This is all with the revised -2% material requirements. -5% materials means I can afford to actually cause your margin to drop >200%. I could afford to make you lose more in a month than you would ever gain in a month if I wasn't in the market. Just by existing I can tank your entire operation.

FInally, someone in this thread who is willing to actually consider the changes for what they're worth, instead of kneejerking a steaming pile of vitriol onto the forums once they detect even the slightest chance of risk or change to their status quo.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Loraine Gess
Confedeferate Union of Tax Legalists
#603 - 2014-05-01 22:09:08 UTC
Sgt EVE wrote:
Loraine Gess wrote:
Sgt EVE wrote:
Loraine Gess wrote:




You have a large POS and can't manufacture 9b of product in an entire month, with the insane speed bonuses it gives you?



Seriously. Stop being bad at industry. Or don't. POS-produced goods will crush your market soon enough.


you don´t get the point my friend. the point is there is no reason to use a POS for Industry any more.
not for 5% jobcost reduction.




You produce 100b a month @ 1% margin (including all applicable fees, taxes, etc) in station.


I produce 100b a month, in a POS, @ ~3% margin. For materials.


I shave another .3% by dodging the NPC tax. POS arrays turn my 100b into 133.3b a month in turnover.



I am now earning ~4.4b a month, let's say -500m for fuel. So 3.9b.

You are earning ~1b.


I can afford to halve my profit margin, pushing you out of the market entirely at 500m/mo loss. And I would still earn ~1.7b a month in profit, after fuel. More than your entire operation could ever do without a POS.



We will bury you.


lol you give youself a 2% higher margin out of nowhere plus a .3% from NPC tax which is never that high based on the jobcosts

but yes run your POS and pay the work-team costs for your system.
You will find me next to your POS in a Station using your nice team and rising your jobcost until the no profit line. then i walk along to the next system.




2% extra margin isn't out of nowhere. It's from producing from a POS array. You have specifically indicated you know of this change.


And my numbers are at the reduced 2% rate. 5% means I can afford to **** out a nyx per month and not even notice.
Marsan
#604 - 2014-05-01 22:09:08 UTC  |  Edited by: Marsan
I'd like to be happy for this feature but when this feature was 1st mentioned I thought. Wow CCP is finally going to put some work into Corp/Alliance roles/perms letting indy corps cooperate safely without risk everyone losing their blue prints, material and the like. Even as it became clear it was not that I held out hope. Instead is this release we see CCP pushing us into using POSes which are as former WH dweller the most insecure way to do anything.

Seriously just let us launch POSes for self in addition to corp, because no one in their right mind shares a mfg or research POS with anyone other than their alts. What EVE Industry needs is a robust security framework for an Industrial player to want to be in a corp.

Sure Teams are interesting but these are not the teams Eve needs.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Loraine Gess
Confedeferate Union of Tax Legalists
#605 - 2014-05-01 22:10:35 UTC
Marsan wrote:
I'd like to be happy for this feature but when this feature was 1st mentioned I thought. Wow CCP is finally going to put some work into Corp/Alliance roles/perms letting indy corps cooperate safely without risk everyone losing their blue prints, material and the like. Instead we see CCP pushing us into using POSes which are as former WH dweller the most insecure way to do anything.

Seriously just let us launch POSes for self in addition to corp, because no one in their right mind shares a mfg or research POS with anyone other than their alts. What EVE Industry needs is a robust security framework for an Industrial player to want to be in a corp.



>Launch for self >Invulnverable 50m EHP highsec POS


No
ST Mahan
Doomheim
#606 - 2014-05-01 22:10:58 UTC
Sgt EVE wrote:
Loraine Gess wrote:
Sgt EVE wrote:
Loraine Gess wrote:




You have a large POS and can't manufacture 9b of product in an entire month, with the insane speed bonuses it gives you?



Seriously. Stop being bad at industry. Or don't. POS-produced goods will crush your market soon enough.


you don´t get the point my friend. the point is there is no reason to use a POS for Industry any more.
not for 5% jobcost reduction.




You produce 100b a month @ 1% margin (including all applicable fees, taxes, etc) in station.


I produce 100b a month, in a POS, @ ~3% margin. For materials.


I shave another .3% by dodging the NPC tax. POS arrays turn my 100b into 133.3b a month in turnover.



I am now earning ~4.4b a month, let's say -500m for fuel. So 3.9b.

You are earning ~1b.


I can afford to halve my profit margin, pushing you out of the market entirely at 500m/mo loss. And I would still earn ~1.7b a month in profit, after fuel. More than your entire operation could ever do without a POS.



We will bury you.


lol you give youself a 2% higher margin out of nowhere plus a .3% from NPC tax which is never that high based on the jobcosts

but yes run your POS and pay the work-team costs for your system.
You will find me next to your POS in a Station using your nice team and rising your jobcost until the no profit line. then i walk along to the next system.



The POS time bonus is essentially increasing the velocity of your production, more production turns. If you have your logistics correctly lined up the POS can still make a big difference depending upon the ISK value of your products.
Marsan
#607 - 2014-05-01 22:14:07 UTC
Loraine Gess wrote:
Marsan wrote:


Seriously just let us launch POSes for self in addition to corp, because no one in their right mind shares a mfg or research POS with anyone other than their alts. What EVE Industry needs is a robust security framework for an Industrial player to want to be in a corp.



>Launch for self >Invulnverable 50m EHP highsec POS


No


Why would that have to be true. Just don't let people in NPC corps anchor POSes. Nothing else I own is protected from a war. A POS launched for a corp is still subject to an alliance war.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Loraine Gess
Confedeferate Union of Tax Legalists
#608 - 2014-05-01 22:15:24 UTC
Marsan wrote:
Loraine Gess wrote:
Marsan wrote:


Seriously just let us launch POSes for self in addition to corp, because no one in their right mind shares a mfg or research POS with anyone other than their alts. What EVE Industry needs is a robust security framework for an Industrial player to want to be in a corp.



>Launch for self >Invulnverable 50m EHP highsec POS


No


Why would that have to be true. Just don't let people in NPC corps anchor POSes. Nothing else I own is protected from a war. A POS launched for a corp is still subject to an alliance war.




Then it sounds like you should talk to your corp about roles, not bugging CCP for meaningless and time consuming features that add nothing.
Sgt EVE
Garage Bagage
#609 - 2014-05-01 22:15:53 UTC
Loraine Gess wrote:



2% extra margin isn't out of nowhere. It's from producing from a POS array. You have specifically indicated you know of this change.


And my numbers are at the reduced 2% rate. 5% means I can afford to **** out a nyx per month and not even notice.


i was only talking about the npc-tax-dodging by using a POS.
i don´t know about an extra -2% material bonus from POS production where can i find this information theres nothing in the dev-blog about it.
Loraine Gess
Confedeferate Union of Tax Legalists
#610 - 2014-05-01 22:18:37 UTC
Sgt EVE wrote:
Loraine Gess wrote:



2% extra margin isn't out of nowhere. It's from producing from a POS array. You have specifically indicated you know of this change.


And my numbers are at the reduced 2% rate. 5% means I can afford to **** out a nyx per month and not even notice.


i was only talking about the npc-tax-dodging by using a POS.
i don´t know about an extra -2% material bonus from POS production where can i find this information theres nothing in the dev-blog about it.



You specifically quoted a 5% figure, which has only been mentioned in CCP Ytterbium's post.



BACKPEDAL HARDER
Marsan
#611 - 2014-05-01 22:21:05 UTC
Loraine Gess wrote:
Marsan wrote:
Loraine Gess wrote:
Marsan wrote:


Seriously just let us launch POSes for self in addition to corp, because no one in their right mind shares a mfg or research POS with anyone other than their alts. What EVE Industry needs is a robust security framework for an Industrial player to want to be in a corp.



>Launch for self >Invulnverable 50m EHP highsec POS


No


Why would that have to be true. Just don't let people in NPC corps anchor POSes. Nothing else I own is protected from a war. A POS launched for a corp is still subject to an alliance war.




Then it sounds like you should talk to your corp about roles, not bugging CCP for meaningless and time consuming features that add nothing.


I would love for CCP to rework corp and alliance roles. Corp roles suck, the POS code sucks, SOV sucks.... But they've basically said they can't do things that will take multiple releases to complete like those things.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Muninn Ogeko
Republic University
Minmatar Republic
#612 - 2014-05-01 22:48:41 UTC
Loraine Gess wrote:
Outpost 5 is not applicable (titans are POS builds)


ME10 is not feasible on a titan - ME will basically be whatever it is at the moment, so we can entirely discard it from calculations


No word on whether titan/cap specialties will exist (haven't seen a question on it either). Even then that would mean grouping all titan builds into the same system, and broadcasting that system, and then defending the POS until they all come out.

Didn't mean to imply that titans would be able to take advantage of all these benefits. Just noticing how much they add up. It doesn't really matter anyhow (unless you're deciding where the prices of these goods are going), since the new refine numbers are just a new baseline.

I suspect folks do have titan BPOs either at ME5 or on their way there before the patch though, for the ME 9 benefit (before the cost for that goes through the roof).
El Geo
Warcrows
THE OLD SCHOOL
#613 - 2014-05-02 00:04:42 UTC
And there I was thinking it meant player teams....
Rialen
Native Freshfood
Minmatar Republic
#614 - 2014-05-02 01:28:55 UTC
El Geo wrote:
And there I was thinking it meant player teams....



That's what I thought too. Now I'm back to trying to figure out how to do manufacturing jobs as a corp project/ops.
Hawkwar
M.I.M.M.S
#615 - 2014-05-02 03:06:28 UTC  |  Edited by: Hawkwar
Teams... an interesting idea but you not only missed the target with this one but the entire battlefield. I dont want a "team" of NPCs to build my stuff, I want to use a team of players to build my stuff. The teams tab in the first devblog caused a stir because we believed that we would finally be able to work cooperatively in industry but you still dont want players having an easy way to work together. Deespite this being an MMO and wanting people to work together.

The teams you are introducing will be a dismal failure as who wants to wait for a week spending isk to try and attract a team when you could just spend that isk and manufacture your product and have it a week earlier.

As far as I am concerned this is a pointless waste of time that doesnt help players/corps in any meaningful way.
Felicity Love
Doomheim
#616 - 2014-05-02 03:35:29 UTC
This "auction" or bidding system needs to be "blind" or "silent" to create some semblance of fairness in that nobody, large alliance or solo player, knows exactly which Teams are being bid on or have the leading bid.

Basic stuff, CCP. Change without fairness is worse than the system we have.



"EVE is dying." -- The Four Forum Trolls of the Apocalypse.   ( Pick four, any four. They all smell.  )

Kusum Fawn
Perkone
Caldari State
#617 - 2014-05-02 05:11:41 UTC
so does this mean that the base requirement to industry is 3-9 billion in isk turnover? to be ~nominally even with current market environment? or is that the floor to the POS cost justification ?

cause thats not exactly noob/casual friendly

I mean, From the goon responses to everyone else, basically its two options here, Have only eve life or don't manufacture.

Also, what in these current six blogs encourages industrial player cooperation again? it seems the nomadic industrial play is a generally solo (alts dont really count but i expect that the multi account people will be the only ones that can manage it) venture.

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.

PDP11
ExoGen Foundation
New Miner's Union
#618 - 2014-05-02 06:06:56 UTC  |  Edited by: PDP11
Felicity Love wrote:
This "auction" or bidding system needs to be "blind" or "silent" to create some semblance of fairness in that nobody, large alliance or solo player, knows exactly which Teams are being bid on or have the leading bid.

Basic stuff, CCP. Change without fairness is worse than the system we have.

CCP is never going to be able to please everybody and meaningful reform usually means winners and losers. Reform is overdue and you'll have to live with the new, ignore it or rage quit. Choice is always yours. Luckily with high margin items I don't need teams to be profitable on my small turnover.

My preference would be an open auction that has increasing bid increments, a fixed end time/date with a CCP supplied Gixen style sniping service. I'm guessing a large percentage of players have been exposed to a variant of that style of auction mechanic.

Personally, I would prefer to see teams of players combining their efforts to deliver ME/TE improvements. Something like the Fleet mechanics where you have a hierarchy of boosts and everybody has to be in the 'industrial' fleet to launch jobs that receive the industrial fleet bonuses. May need some more Leadership skills to implement industrial fleet bonuses. Has the advantage that Fleets are currently used for mining, PvE and PvP so adding a manufacturing industry fleet variant is not that radical.

Could extend this fleet concept to cover the solar system bids for teams. There are one or more solar system fleets open to all players that act as the local manufacturing Guild for a Station, Planet, and/or Solar System. Have an option to join a reasonable number of manufacturing Guilds (maybe skill based/limited) with an optional members contribution fee that goes towards solar system bids. The NPC teams add their bonus to the fleet not to the solar system. The idea is not to replace player Corporations. Maybe it could be used to replace NPC Corps by having new players placed into a Solar System Guild in the Noob starter systems. Maybe open up the WarDEC mechanic between Guilds within a Solar system. Few different ways to take the concept.

Guess the Fleet limitation should still be the Fleet Command V requirement. Should be interesting times if manufacturing Guilds are limited to 255 players and they need to co-operate with the other manufacturing Guilds in a heavily populated solar system. Wormhole space may default to the dominant Corp in a wormhole.
MyHaula
Wages Of Sin
#619 - 2014-05-02 06:24:27 UTC
Questions:

* Will the ME bonus of teams affect a perfect BPO or just further reduce any waste that BPO might have? Will they be able to go all the way to 11?

* If someone initiates a bid to bring a team into the system, can you as a denizen of the system sweeten/pile on to the original bid?


Comments:

* Unless the total cost using a team < total cost not using a team this will be an un-used feature. Otherwise it could be used to generate a certain degree of competitive advantage depending. Overall though unless you have a team that provides an advantage in a lesser used system with low job costs I don't see this being particularly useful.

* I don't see where except in a corner case or two hiring a team to speed up the process that also increases the total cost would be beneficial so I don't think this will be used much.

* Something that could be cool would be RNG effects and critical successes that teams could provide such as "Oh hey major breakthrough you actually go two points of ME improvement instead of one using this team".

* Again like with research and manufacturing you're relying too much on NPC mechanics instead of giving players the tools to create this themselves IMHO. Production enhancement technician could be a decent mini-prof instead of an NPC.






Seith Kali
Caldari Provisions
Caldari State
#620 - 2014-05-02 06:53:08 UTC  |  Edited by: Seith Kali
My only real concern with all this is that the only bonus that ~really~ matters is ME. This isn't because PE doesn't matter, rather as is the case with T1 in particular, an individual is able to make too much impact on the weekly volume of any particular ship.

I suggest vastly increasing T1 build times. I shouldn't be able to kick out 1/3 of the tempests sold in Jita a week with a single slot and single BPO without some hefty boosts. This is why T1 margins are crap, its ludicrously easy to saturate.

Cut build times across the board, and give us them back with teams, outpost/pos upgrades ETC. Lets have some industrial lebensraum to allow more players to contribute to the current weekly volume.

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