These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: Researching, the Future

First post First post First post
Author
Sigras
Conglomo
#681 - 2014-05-07 00:07:48 UTC  |  Edited by: Sigras
Shoogie wrote:
Sigras wrote:
Take your hypothetical dreadnought at ME 4, youre making 70 M per ship, and you look and see that researching it to ME 5 you could make 72 M ISK per ship. You have the same choice, lose 210M now for +2M isk on every build but now your ROI is 36 months.

The calculation is the same but instead of taking longer to research you're currently just getting less profit from each research.


A savings of 2M isk is not realistic when capital components are worth between 8M and 10M isk each. Try playing with the calculator. https://www.fuzzwork.co.uk/blueprints/calc.php

But that is exactly the point.

One can do the calculations and see how long the ROI is. If the ROI is too long, do not do that activity.

There is a huge difference between tying up a blueprint and one of my precious science lines for one month vs tying it up for 6 months or a year or five years! People can plan for a couple months down the road. Nobody can plan for 5 years down the road in this game.

ok, its true that 2M isk savings is unrealistic, but the math is the same and the logic is sound.

Right now you have to decide if the next month is worth the ever decreasing gains you get from additional research.

After the change you have to decide if the extra 1% savings is worth the ever increasing research time.

The calculation is the same therefore it will be just as meaningful a decision after the change as it is right now.
Querns
Science and Trade Institute
Caldari State
#682 - 2014-05-07 15:02:40 UTC
Here, I'll even give you a leg up: https://forums.eveonline.com/default.aspx?g=posts&t=124145

The burden of proof is on you.

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

Shoogie
Serious Pixels
#683 - 2014-05-07 16:15:19 UTC  |  Edited by: Shoogie
Sigras wrote:
Shoogie wrote:
There is a huge difference between tying up a blueprint and one of my precious science lines for one month vs tying it up for 6 months or a year or five years! People can plan for a couple months down the road. Nobody can plan for 5 years down the road in this game.

ok, its true that 2M isk savings is unrealistic, but the math is the same and the logic is sound.

Right now you have to decide if the next month is worth the ever decreasing gains you get from additional research.

After the change you have to decide if the extra 1% savings is worth the ever increasing research time.

The calculation is the same therefore it will be just as meaningful a decision after the change as it is right now.


Except it is not, because 1% steps are much too large and the time scaling is much too harsh.

We pay for this game with a monthly subscription. When a system is put in place which involves pushing a button and then walking away for 6 months, or a year, or 5 years, that is bad game design.

When something is put into the game which is never intended to be achieved, such as a "perfect" titan BPO, players feel insulted and turn off.
DEV Blog wrote:
and the highest current rank is Titans at 3414 (good luck maxing that out!).


In the old system, someone could research a capital BPO for 5 months 15 days and get an ME 5 blueprint. At the patch, their blueprints will be converted to ME 9 blueprints. The new players who want to compete will never be able to research their blueprints past ME7 because the scaling is too harsh and the ROI is not there (2 years and 2 months just in research, so perhaps a decade ROI). And when all else is equal: same station, same taxes, same work teams, same raw material prices, same transportation costs, same sell price, same everything: then the person building a 2.5B isk ship with an ME9 blueprint will make 50M isk per unit more profit than someone building from an ME7 blueprint. It will be the same uproar we get about T2 BPOs all over again.


Nobody has yet been able to explain anything about the new system which is better than the old system.

The math is easier and it is more intuitive? No it is not. There was no math before and there still won't be in the future. Your intuition lied to you both before and in the future. Both before and in the future, you must look at the bill of materials or get a build quote to know what you are getting.

It will make it easier for CCP to develop a blueprint exchange system in the future? Maybe. How much easier? Is it the difference between getting one in 6 months and getting one in a year? How much harder is it to use filters to sort by minimum research levels?

What is good about the new system?
LHA Tarawa
Pator Tech School
Minmatar Republic
#684 - 2014-05-07 16:48:11 UTC
Nervon wrote:
How to fix well researched BPOs

Give owners credit to apply to other BPOs


-create a way to research T2 BPCs



Way more work than just changing the design to keep ME, but hide it behind the UI.
Maru Sha
The Department of Justice
#685 - 2014-05-07 17:00:38 UTC
Phew.
LHA Tarawa
Pator Tech School
Minmatar Republic
#686 - 2014-05-07 17:27:21 UTC
Shoogie wrote:

Nobody has yet been able to explain anything about the new system which is better than the old system.

The math is easier and it is more intuitive? No it is not. There was no math before and there still won't be in the future. Your intuition lied to you both before and in the future. Both before and in the future, you must look at the bill of materials or get a build quote to know what you are getting.

It will make it easier for CCP to develop a blueprint exchange system in the future? Maybe. How much easier? Is it the difference between getting one in 6 months and getting one in a year? How much harder is it to use filters to sort by minimum research levels?

What is good about the new system?


The people with ME10 BPOs will have them jumped to perfect, giving them a decided advantage in the game since new players would have to research 4-5x as long.

Everything good about the proposed change (waste as %) could have been achieved by converting ME from int to float and hiding it behind the UI, and way more good could have been added (partial research) by that change.

NONE of the breaks of the proposed system... rounding up, loss of partial research... would have occurred in a change of ME from int to float.
Sigras
Conglomo
#687 - 2014-05-07 18:51:24 UTC
Shoogie wrote:
Sigras wrote:
Shoogie wrote:
There is a huge difference between tying up a blueprint and one of my precious science lines for one month vs tying it up for 6 months or a year or five years! People can plan for a couple months down the road. Nobody can plan for 5 years down the road in this game.

ok, its true that 2M isk savings is unrealistic, but the math is the same and the logic is sound.

Right now you have to decide if the next month is worth the ever decreasing gains you get from additional research.

After the change you have to decide if the extra 1% savings is worth the ever increasing research time.

The calculation is the same therefore it will be just as meaningful a decision after the change as it is right now.


Except it is not, because 1% steps are much too large and the time scaling is much too harsh.

We pay for this game with a monthly subscription. When a system is put in place which involves pushing a button and then walking away for 6 months, or a year, or 5 years, that is bad game design.

When something is put into the game which is never intended to be achieved, such as a "perfect" titan BPO, players feel insulted and turn off.

Oh, I agree, Instead of 10 steps of 1% each it should be 100 steps of 0.1% each

It would still not be great because everyone above level 20 would either get rounded up or get the shaft, but it would at least be something

That and I believe that the switch over should be in time equivalency not ME equivalency. You spent X time, you get X time back, and maybe if it was a 100 level system you could even round up and it wouldnt be such a big deal.
LHA Tarawa
Pator Tech School
Minmatar Republic
#688 - 2014-05-07 20:06:37 UTC
Sigras wrote:
Oh, I agree, Instead of 10 steps of 1% each it should be 100 steps of 0.1% each

It would still not be great because everyone above level 20 would either get rounded up or get the shaft, but it would at least be something

That and I believe that the switch over should be in time equivalency not ME equivalency. You spent X time, you get X time back, and maybe if it was a 100 level system you could even round up and it wouldnt be such a big deal.



It shouldn't even have been that. It should have been (still should be), converting ME to a float and hiding it behind the UI.

1) Minimum change
a) UI show info (Use ME to calculate waste of what ever need the most of, then divide waste by amount of most. ACTUAL waste %!) *
b) UI start research
** i) show meaningful options as whole %, convert to partial ME behind the scenes.
*** ii) Allow user to specify an amount of time for partial research between meaningful jumps.
c) Start job (expect float instead of int).

2) No change in current research effect/time. Conversion is SUPER simple.

3) No increase in time for new players coming into game.


* If a BPO needs 5 of something max, then unsearchable, the waste is 5 * 0.1/1 = .5, which rounds to 1. 1 waste with 5 input is 20%, not 10%. So.... show it as 20%


** If a BPO needs 5 of something max, then perfect ME is .00000(infinite 0s)1. We could say the Start Job rounds to 10ths. So, 0.1 ME is sufficient. So, the start research screen should only offer the "perfect" option and show research time * 0.1.

If a BPO needs 16 of something, then default waste is 2 (12.5%). Start research should give 2 options, when waste is 1 and 0. (0.1 ME for 6.25% waste and 2.3 ME for perfect)

At 100 of something, we have waste 10, and 10 meaning full options (so all 10 options).

Above 100, we still get the full % options (roughly). So If we need 10,000 of something, then default would be 10% waste. Options for research would be 9% (ME = 0.11), 8% (ME=.25), 7% (MW 0.4), 6% (ME 0.7), 5% (ME 1) 4% ( ME 1.5)... 0% (ME 2,000),

*** In addition to these meaningful jumps (less than 100 needed) or whole % (100 or more needed) allow users to specify an exact time (days, hours, mins). Use that to determine ME, then use that new ME to show the change in waste. This enables partial research between whole % or meaningful.

Querns
Science and Trade Institute
Caldari State
#689 - 2014-05-07 20:37:10 UTC
I dunno, that looks like an awful lot of math. Let's just do ME 0 to ME 10. That is much nicer.

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

Sigras
Conglomo
#690 - 2014-05-07 21:06:31 UTC  |  Edited by: Sigras
LHA Tarawa wrote:
Sigras wrote:
Oh, I agree, Instead of 10 steps of 1% each it should be 100 steps of 0.1% each

It would still not be great because everyone above level 20 would either get rounded up or get the shaft, but it would at least be something

That and I believe that the switch over should be in time equivalency not ME equivalency. You spent X time, you get X time back, and maybe if it was a 100 level system you could even round up and it wouldnt be such a big deal.



It shouldn't even have been that. It should have been (still should be), converting ME to a float and hiding it behind the UI.

1) Minimum change
a) UI show info (Use ME to calculate waste of what ever need the most of, then divide waste by amount of most. ACTUAL waste %!) *
b) UI start research
** i) show meaningful options as whole %, convert to partial ME behind the scenes.
*** ii) Allow user to specify an amount of time for partial research between meaningful jumps.
c) Start job (expect float instead of int).

2) No change in current research effect/time. Conversion is SUPER simple.

3) No increase in time for new players coming into game.


* If a BPO needs 5 of something max, then unsearchable, the waste is 5 * 0.1/1 = .5, which rounds to 1. 1 waste with 5 input is 20%, not 10%. So.... show it as 20%


** If a BPO needs 5 of something max, then perfect ME is .00000(infinite 0s)1. We could say the Start Job rounds to 10ths. So, 0.1 ME is sufficient. So, the start research screen should only offer the "perfect" option and show research time * 0.1.

If a BPO needs 16 of something, then default waste is 2 (12.5%). Start research should give 2 options, when waste is 1 and 0. (0.1 ME for 6.25% waste and 2.3 ME for perfect)

At 100 of something, we have waste 10, and 10 meaning full options (so all 10 options).

Above 100, we still get the full % options (roughly). So If we need 10,000 of something, then default would be 10% waste. Options for research would be 9% (ME = 0.11), 8% (ME=.25), 7% (MW 0.4), 6% (ME 0.7), 5% (ME 1) 4% ( ME 1.5)... 0% (ME 2,000),

*** In addition to these meaningful jumps (less than 100 needed) or whole % (100 or more needed) allow users to specify an exact time (days, hours, mins). Use that to determine ME, then use that new ME to show the change in waste. This enables partial research between whole % or meaningful.

This would be a reasonable change ... if the entire BPO system wasnt based around int levels and whole numbers.

What you're proposing is more than just dropping and adding a column from a table in the database. This would require a complete re-implementation of all code surrounding manufacturing, research, and invention.

Trust me, as a python programmer who has worked on code that is not my own, just simply changing an int to a float could take months

My change allows them to keep their current code base and all the work they've done so far while still adding granularity and reducing the rounding issues.
LHA Tarawa
Pator Tech School
Minmatar Republic
#691 - 2014-05-07 21:20:57 UTC
Querns wrote:
I dunno, that looks like an awful lot of math. Let's just do ME 0 to ME 10. That is much nicer.



It is a lot of math, because it serves two purposes. Let's break them down.


1) Show actual waste rather than hypothetical.
The current, and proposed systems both only show hypothetical waste/reduction. They do not account for the rounding in the manufacturing process. So, if an item needs at most 4 of something (small rig), then it is already perfect. I think a simplified system should show that.

If my hypothetical waste is 10% and it needs 5 of something, then my actual waste is 1, which is 20%, not 10%.

The UI should show the actual, not hypothetical waste, and THAT is half the math (which is behind the scenes and never shown to the users)... which really should be added to current and proposed changes...

My solution looks more complicated then others, because I'm including functionality they are not.


2) Fractional ME.
To the users my suggestion will appear little different than the proposed solution, except that here too I am adding additional functionality.

The proposed changes will allow me to research a BPO to 1% to 10% material reduction, without bothering to tell me if the research will have no actual effect. If I need max 8 of something, meaning 1 waste, unless I go to 3% reduction, the research will have no effect.

Once I hit that 3%, no addition research will have any effect, and neither the current nor proposed solutions offer any hint at that.

So, my solution reduces the options by eliminating all the "no effect" options, and showing which ME level is actually going to result in 0% waste.

So, again, my behind the scenes math that the user never sees is because I am adding functionality not present in the current nor planned changes.

3) Partial research
Here again, I am adding functionality no present in wither the current or planned changes. Users enter days, hours, minutes, and are shown what ACTUAL effect that would have on waste, hiding all the complicated math.


So, all the complication is
1) hidden behind the UI
2) because I'm offering more functionality and simplification in the UI.

And along with this,
1) preserve all the existing time and effect of current research.
2) do not create emo-rage among new players that would have to spend 4-5x as long in research to get sub-1% waste.
Weaselior
GoonWaffe
Goonswarm Federation
#692 - 2014-05-07 21:24:58 UTC
LHA Tarawa wrote:

The proposed changes will allow me to research a BPO to 1% to 10% material reduction, without bothering to tell me if the research will have no actual effect. If I need max 8 of something, meaning 1 waste, unless I go to 3% reduction, the research will have no effect.


your argument presumes that the only ME reduction that exists is bpo-driven

that is inaccurate

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

LHA Tarawa
Pator Tech School
Minmatar Republic
#693 - 2014-05-07 21:44:53 UTC
Sigras wrote:
This would be a reasonable change ... if the entire BPO system wasnt based around int levels and whole numbers.

What you're proposing is more than just dropping and adding a column from a table in the database. This would require a complete re-implementation of all code surrounding manufacturing, research, and invention.

Trust me, as a python programmer who has worked on code that is not my own, just simply changing an int to a float could take months

My change allows them to keep their current code base and all the work they've done so far while still adding granularity and reducing the rounding issues.


You have (kind-a) convinced me.


FAKE out the float change, like we're faking whole % in the UI.

Keep it an int. Multiply it by 100 in the database. ME 12 becomes ME 1200.

9% waste = ME 11
8% waste = ME 25
...
5% waste = ME 100
...
Perfect ME = whatever it used to be * 100.



Research time = research time / 100


Waste = .1 / ( 1 + ME/100). Because of the *.1, it has to already be cast as a float , so do the divide by 100.0 after the cast.




Still make the same UI changes I proposed before. Show actual waste in the show info (waste of max needed/max needed) as float %.

Show and offer only meaningful options in the research window. If 11 (0.11 ME = 9% waste) is enough for perfect, than that should the the only option, and presented as 0% waste!

Allow users to specify time (though would have to round to nearest "new research time", which is old research time / 100)



ALL the benefits of my proposed solution, with none of the complication of converting int to float in all the objects, data layer, transport layer, etc, etc.

Angelina Duvolle
Homeworld Technologies
#694 - 2014-05-07 22:53:06 UTC
If I have a supercap bpo in for pe1 now, and approximately 75% done (3 mos out of 4 total completed) when the patch hits in june, how will that be handled. Will it still come out at TE1, after 4 months of research, when the "new" TE1 would have taken much much less overall time? It seems like it should come out at a higher level given the amount of time it will have spent in research, but If the conversion is just based off the current level on the bpo, I'll fall thru the cracks?

Odoya
Aeon Abraxas
#695 - 2014-05-07 22:56:39 UTC
Lena Lazair wrote:
Chi'Nane T'Kal wrote:
Blueprint LEVEL - that is: no more differing between ME lvl and TE lvl


I actually really like this idea, at least in conjunction with what CCP seems to be trying to do. It takes focus away from the BP and pushes that focus onto the external factors; teams/lumpiness. Want TE optimization for your level 5 blueprint? Find a team with that spec or use a POS with its build time advantages.

And bonus points for simplifying BPs to the point that we might actually get decent BPC tools in contract/markets someday.


Just because CCP states they want "lumpiness" does not mean the proposed changes will achieve or even effectively achieve that goal. There are many other ways to distribute where things are produced *and* sold using more apparent in game logic consistent with the eternal war and hyper capitialistic motiffs. Why not reveal who is producing in a system so one can launch a war against them? Charge import fees based on distance from point of manufacturing, tariffs for racial factors etc... The stated end goal is interesting but they have not made the case that a statistical application to solve a problem that is not evident will achieve a more organic play experience.
Shoogie
Serious Pixels
#696 - 2014-05-07 23:00:04 UTC
Tarawa, I really like the idea of hiding the ME level behind the UI and only showing the actual waste.

However, we do need to be able to research some blueprints past "perfect" because there are other ways to reduce mineral requirements now.

For example, a small rig that uses 4 of something now.

After the patch, 4 * 1.1111111... = 4.444444 which gets rounded to 4. So that blueprint still uses 4 of something.

Would your system prevent me from researching any ME on that blueprint?

I might hire a work team to my system which reduces material requirements by 4%.

Start with 4 * 1 (for the ME0 blueprint) * 0.96 = 3.84, rounded to 4. No savings.
or
Start with 4 * 0.91 (for an ME9 blueprint) * 0.96 = 3.49, rounded to 3. Saving 25%!

Extrapolate...
Weaselior
GoonWaffe
Goonswarm Federation
#697 - 2014-05-07 23:04:26 UTC
Angelina Duvolle wrote:
If I have a supercap bpo in for pe1 now, and approximately 75% done (3 mos out of 4 total completed) when the patch hits in june, how will that be handled. Will it still come out at TE1, after 4 months of research, when the "new" TE1 would have taken much much less overall time? It seems like it should come out at a higher level given the amount of time it will have spent in research, but If the conversion is just based off the current level on the bpo, I'll fall thru the cracks?


you're free to cancel it and reinstall post-patch

i don't see how you could complain you're getting exactly what you expected when you put the thing in research

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

DK Anaroth
Border Industrial Limited
#698 - 2014-05-07 23:13:14 UTC
Angelina Duvolle wrote:
If I have a supercap bpo in for pe1 now, and approximately 75% done (3 mos out of 4 total completed) when the patch hits in june, how will that be handled. Will it still come out at TE1, after 4 months of research, when the "new" TE1 would have taken much much less overall time? It seems like it should come out at a higher level given the amount of time it will have spent in research, but If the conversion is just based off the current level on the bpo, I'll fall thru the cracks?



The conversion (at present) will be done after it comes out of research and currently is based on the the percentage reduction you get for the current PE1 blueprint which is 10%. That will convert to 10%. Unfortunately in your case if you researched it after the expansion instead it would've only taken 56% of the time it took you.

OTOH if you manage start the research for the next level, you'll get the 13.33% reduction for the PE2 blueprint buffed to a 14% reduction blueprint, which to reach after the expansion will required 1.6 times as much total research as you would've done.

These sort of inconsistencies are why I have some misgivings about the conversion process as currently suggested.
Sigras
Conglomo
#699 - 2014-05-08 00:50:16 UTC
LHA Tarawa wrote:
Sigras wrote:
This would be a reasonable change ... if the entire BPO system wasnt based around int levels and whole numbers.

What you're proposing is more than just dropping and adding a column from a table in the database. This would require a complete re-implementation of all code surrounding manufacturing, research, and invention.

Trust me, as a python programmer who has worked on code that is not my own, just simply changing an int to a float could take months

My change allows them to keep their current code base and all the work they've done so far while still adding granularity and reducing the rounding issues.


You have (kind-a) convinced me.

FAKE out the float change, like we're faking whole % in the UI.

Keep it an int. Multiply it by 100 in the database. ME 12 becomes ME 1200.

9% waste = ME 11
8% waste = ME 25
...
5% waste = ME 100
...
Perfect ME = whatever it used to be * 100.

Research time = research time / 100


Waste = .1 / ( 1 + ME/100). Because of the *.1, it has to already be cast as a float , so do the divide by 100.0 after the cast.

Still make the same UI changes I proposed before. Show actual waste in the show info (waste of max needed/max needed) as float %.

Show and offer only meaningful options in the research window. If 11 (0.11 ME = 9% waste) is enough for perfect, than that should the the only option, and presented as 0% waste!

Allow users to specify time (though would have to round to nearest "new research time", which is old research time / 100)

ALL the benefits of my proposed solution, with none of the complication of converting int to float in all the objects, data layer, transport layer, etc, etc.

That ought to work... you essentially end up with a 2 decimal float with this work around...

That said, Im not sure I would limit people to only researching for an amount of time that effects the BP unless you're going to allow them to save their time and resume later which i imagine could be done; just 2 more INTs in the database for each BPO. My reason being that the difference for cap ship BPOs between actually saving capital components could be months/years at higher levels, and you end up with the same problem as you have now.
LHA Tarawa
Pator Tech School
Minmatar Republic
#700 - 2014-05-08 01:09:58 UTC
New and improved design, fleshing it out.

For Kronos:
Trash all the work they've done because
1) Makes every ME 10+ BPO perfect.
2) Emo-rage of new players that will have to research 4-5x as long to get sun 1% waste.

Replace with a more granular ME where New ME = Old ME * 100.


Story 1: Upgrade
1) multiply ME by 100
2) divide research time by 100



Story 2: Modify waste calculation to divide ME by 100, casting as float to ensure proper output.
Code change from
waste = round ( Need * .1 / (1+ME) )
to
waste= round (Need * .1/(1+float(ME)/100.0) )

I don't think the float casting is necessary, as it appears from docs it will auto cast anyway, but it can't hurt to have it, makes it more readable.


Story 3: Modify Show Info
Minimum:
Change ME display to Waste as ":.2f" where waste % is 100.0 * .1 / (1+float(ME)/100.0)
Better: (better than current OR planned)
Find what we need the most of. Then display ACTUAL waste % as 100.0 * round (float(need) * .1 / (1+float(ME)/100.0)) / float(need)


Story 4: (The hard part) Start research
Ciient side (we have from the server, item ID and current ME level)

Minimum:
Find what we need the most of based on item ID
Perfect ME = 0
If need >= 5
Perfect ME = (need -5) * 20 + 1
If perfect ME <= current ME
show "You are perfect"
exit

x = 10
for ME_new in (11, 25, 42, 66, 100, 150, 230, 400, 900, PerfectME )
x=x-1
if current ME >= ME_new
next (skip ones less that we already are at)
if ME_new >= Perfect ME (Perfect is less than 900 (9 equiv. pre changes)
x = 0
ME_new = Perfect ME
Add radio button option ("Researsh to "+x+:% waste. Time = "+ (ME_new - current ME)*research time", ME_new)
if ME_new = Perfect ME
exit or loop (again, for when we don't need to go above 900 (9) for perfect).
end for

Show window with radio buttons
If cancel,
exit
else
Submit me research job to the value returned from radio buttons



The above gives the bare minimum. Whole %s, whether or not those specific points have any effect or not, unless the whole % is less than where we are, or above perfect. No option to let users specify an amount of time for partial.