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Dev blog: Researching, the Future

First post First post First post
Author
LHA Tarawa
Pator Tech School
Minmatar Republic
#701 - 2014-05-08 01:16:35 UTC
Shoogie wrote:
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?


Not sure I understand the qustion.

My system throws out all the work done on ME changes, and stays with the current base + % waste.

So, is the question, "can I have better than perfect?" For what? Like pretending your perfect BP is more perfect that someone else's perfect? Irrelivant, as ME will be hidden, and both perfect ME BPs would just be 0% waste.

Explain why you would want a BP that is "better than perfect"....

And, yes... I suppose I could alter the system slightly to always let you put it in for more time and have that increase the ME, but there would be no way for anyone to actually see that better than perfect ME.

LHA Tarawa
Pator Tech School
Minmatar Republic
#702 - 2014-05-08 01:36:47 UTC
Sigras wrote:
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.



My ideal (not in the above pseudo code) is to let them pick any amount of time (days, hours, mins). Convert that to seconds and then divide that by "research time" (which remember, would be 1/100th what it currently is). That gives me the added ME. amount. Use that added ME amount to calculate the new waste (may be exactly the same as now) and the time which is added ME * research time.

So, if you have a BP at 900 (1% waste) and perfect is 3000, with a research time of 3600 seconds (an hour), you would be presented with the options:
1) 0% waste, 87 days, 12 hours
2) Pick your own time: ___ days, ___ hours ___ minutes

If they pick option 2, I convert to seconds, divivde by research time then round to nearest whole ME.
I then turn the ME back into a % and research time.


SO, they choose option 2. And enter 15 days, 1 hour, 13 minutes.
(((days*24 + hours)*60)+minutes)*60
(((15*24 + 1)*60)+13)*60 = 1.3 million seconds.
1.3m/3600 = ME added rpunds to 361.
Post research ME will be 1261. (12.61 under old system)
Waste on that will be .79% and actual time is.... 361 * research time, convert seconds back to readable. (15 days, 1 hour... since I happened to pick research time exactly an hour.... norm it won't be excct hour/min, so won't round mice like that)

So, yes, they are able to specify their own amount of time, and reduce waste fractions of a %, even if that has no real change on the actual needed.

Next time, when you come back to research more, you're at 1261 instead of 900.
So your options are:
1) 0% 72 days, 11 hours
2) Pick your own time: ___ days, ___ hours ___ minutes


Angelina Duvolle
Homeworld Technologies
#703 - 2014-05-08 01:48:46 UTC
Weaselior wrote:

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


I didn't, nor do I have any intention of complaining.

I was curious, and this seemed the proper place to ask for clarification.


Sigras
Conglomo
#704 - 2014-05-08 03:19:01 UTC
@LHA Tarawa

ok, i got it, earlier you stated that there could be several radio buttons; i missed the part where they could enter their own amount of time.
Darin Vanar
Federal Navy Academy
Gallente Federation
#705 - 2014-05-08 03:20:29 UTC
LHA Tarawa wrote:
Sigras wrote:
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.



My ideal (not in the above pseudo code) is to let them pick any amount of time (days, hours, mins). Convert that to seconds and then divide that by "research time" (which remember, would be 1/100th what it currently is). That gives me the added ME. amount. Use that added ME amount to calculate the new waste (may be exactly the same as now) and the time which is added ME * research time.

So, if you have a BP at 900 (1% waste) and perfect is 3000, with a research time of 3600 seconds (an hour), you would be presented with the options:
1) 0% waste, 87 days, 12 hours
2) Pick your own time: ___ days, ___ hours ___ minutes

If they pick option 2, I convert to seconds, divivde by research time then round to nearest whole ME.
I then turn the ME back into a % and research time.


SO, they choose option 2. And enter 15 days, 1 hour, 13 minutes.
(((days*24 + hours)*60)+minutes)*60
(((15*24 + 1)*60)+13)*60 = 1.3 million seconds.
1.3m/3600 = ME added rpunds to 361.
Post research ME will be 1261. (12.61 under old system)
Waste on that will be .79% and actual time is.... 361 * research time, convert seconds back to readable. (15 days, 1 hour... since I happened to pick research time exactly an hour.... norm it won't be excct hour/min, so won't round mice like that)

So, yes, they are able to specify their own amount of time, and reduce waste fractions of a %, even if that has no real change on the actual needed.

Next time, when you come back to research more, you're at 1261 instead of 900.
So your options are:
1) 0% 72 days, 11 hours
2) Pick your own time: ___ days, ___ hours ___ minutes




I like this a lot.

It gives you options. One thing I like about EVE that I always have to think about what I'm going to do and what I need to achieve the best results for my means in a given time. Once you take out the thinking part, you're left with a series of repetitive tasks. And that can get boring.

If they push 2 year long research times to live... Yeah, that thinking part is just a little bit less for me.

Not to mention, that implementing research times that mirror criminal punishment is the opposite spectrum of fun and dynamic gameplay.
LHA Tarawa
Pator Tech School
Minmatar Republic
#706 - 2014-05-08 03:23:38 UTC  |  Edited by: LHA Tarawa
The "minimum" implimentation above offers all whole % that are higher than current, upto perfect, EVEN IF, those do not actually effect waste (an item that needs 16 of something has 2 waste, so the only actual effecting % are ME 7 (drops waste from 2/16 = 12.5% to 1/16 = 5.25%) and ME 221 (current method, that is 2.21) which drops waste to 0%.

So, the "better" implimentation is to calcualte my current % waste and current actual waste (of whatever is needed most) as use those as my thresholds to beat. Starting current waste % is a little tricky. If I'm at 9.99 or 12.5, the first I want to consider lower is 9%. However, if I'm exactly at 9%, the waste to beat is 8%. So, I have to max the current with 10(drop the 12.5 to 10), then round up(9.99 become 10 but 9 stays 9)... then subtract 1 (12.5 become 9. 9.99 become 9. 9 becomes 8). This gives me my value to beat...


Better code:
calculate max needed, perfect ME and exit if already perfect, same as above.


CurrentWastePct= max (ceiling (100.0 * round (float(need) * .1 / (1+float(Current ME)/100.0)) / float(need)),10) (center chunk is same as show info)

(save off these numbers I'm trying to beat. I will reset them each time in the loop that I find a new item to add to the radio buttons)
PctWasteTarget=CurrentWastePct-1.0

newME = current ME + 1

while for PctWasteTarget > 0 and newME < perfect
PctWasteTry=100.0 * round (float(need) * .1 / (1+float(ME_try)/100.0)) / float(need)
if PctWasteTry <= WasteTarget
Add radio button round(PctWasteTry, 2decimal) + "% time = " + convert to pretty((ME_try - current ME) * research time) value ME_try
WasteTarget = ceiling(PctWasteTry) - 1.0
end if
newME = newMW + 1
end while

Add radio button "0% time = " + convert to pretty((perfect ME - current ME) * research time) value Perfect ME

Add radio button "Specify your own research time: " value 0.

text boxes for hours. mins, secs

Show window.

If cancel
exit

If custom
calcualte the custom ME and submit.
else
submit the ME selected


So, with my example of needing 16 of something, out current would be 12.5, which gets maxed to 10, and target is 9. We start waling ME until we hit 7, where wacte percent hits 6.25, which is below 9, so that is option 1.... 6.25%. We keep walking MEs until we hit ME 221, which drops us out of the while. The final perfect is added as option 2, along with the custom.
Quintessen
The Scope
Gallente Federation
#707 - 2014-05-08 03:30:59 UTC
@Tarawa:

Putting on my usability hat, what you're proposing isn't really simpler. It may feel that way to you, but the proposed 10-point system uses an existing system that players will already be aware of. It reinforces the concept. All the arguments that you've made for the replacement system don't leverage that basic fact.

It's also not that complicated to reach your stated goals, keep CCP's goals in mind and move forward.

The current skill system maintains partial progress in skills. It does this by giving each level a certain number of points. You then progress a certain number of points an hour. It's actually fairly likely that at least some part of the new industry system shares code with the skill system given how similar they are -- or could if they don't.

So you could change the system so that research levels required a certain number of points on an exponential scale. Then if you abort or stop a research job you still get partial credit for that research. That would satisfy many of CCP's stated goals and allow for partial improvement.

That said, the new times are still waaaaay too high. I haven't seen an explanation as to why CCP feels that research times should go up 4 to 5 times what they are today. I feel that is a major misstep that should be corrected.

As for using a points system like skills that would allow them to grant partial credit for research levels and allow them to translate the old blueprints to the new blueprints much closer to their actual value.
LHA Tarawa
Pator Tech School
Minmatar Republic
#708 - 2014-05-08 03:39:12 UTC
Darin Vanar wrote:

I like this a lot.



Thanks. I doubt it will happen, because it would take a lot of crow eating... but I think it is SOOOOOOO much better than the proposed design... which should be on test server in a week... which is not enough time to stop the train wreck.
Rollaz
AirHogs
Hogs Collective
#709 - 2014-05-08 03:44:09 UTC
CCP....

I've read the blog, I've read all the posts from the devs reply's... I'm so pissed right now, just thinking about this.


I've spent nearly my entire time in Eve, making isk and converting into highly researched BPO's, it's been my thing. I ran Large DG pos with a full load of Hyasyoda labs for years, researching, and purchasing other peoples highly researched prints.

Roughly 2/3rds of my net worth is now in researched prints.

This strikes at the heart of what makes me want to play this game. My end game is to have a full set of BPO's and now... I feel that's being stolen from me.



I just don't understand, why would you compute that ALL BPO's should ALL be converted ME10 for 10%... it's just not fair at all.

What you've done is caused a CRAP ton of people all over EVE to queue up BPO's everywhere, in a race to get BPO's researched to 10 before the patch because they know you will give them (on a BS BPO) 180days of future research for just 41 days of research today. (base numbers)

It's not fair, and it's not cool. Because it dilutes the value of the BPO's I've spent 3 years acquiring and researching.

I appreciate the thought CCP might give credits for the extra time on all my bpo's but if those credits are spent after patch they will not get me back what I've paid over the years, (when I've got to trade them in for 180 days of research for one BS to 10%)


I got screwed on those "broken parts" post patch for billions, I got screwed with the R&D change on several characters I'd trained, and missioned to max out rewards there without any SP or standings compensation for the now "dead" characters. And now I'm pretty sure I'll get royally screwed on this patch, I estimate I've got 200bil in "post patch" equity in my researched blueprints, that won't be worth much over NPC value post patch. I estimate I'll lose at least 100 to 150bil isk in net worth.

Again... I am so pissed right now, I can't even think straight.

What do I want? And what is the solution for all the players like me?

I think you need to rework the numbers so its a 0-100 scale for research and not 0-10.

In my experience, almost all BPO's in the middle of the production spectrum, excluding small stuff and capitals... get you what I called "near perfect" (1/10th of 1% loss) at ME100 and PE10. This is where most of my BPO's sit.

Converting BPO's from the old system to the new system, should be based on 0-100 ME and 0-10 PE. (I challenge someone in CCP to take a survey of industrialists and ask them if they use BPO's with ME50+ or ME10, I'll bet 90% or more use ME50-100)

So a BS bpo with 90-100ME would be converted to a perfect BPO, but you should NOT convert a 10ME the same as a 100ME, it's just not fair for those of us that did this, we did it to have an edge, to have a higher quality BPC and to shave every last bit of profit out that we could... It's what was promised to us in the "sandbox" trailer about getting an edge over the other players. It's totally not cool that now CCP once again is gonna cut us off at the ankles for doing EXACTLY what you told us to do in the promotional videos....

HAVE FUN - MAKE ISK - NO DRAMA No Api's   -   No Wars   -   No Awoxing   -   No Kidding! Hogs is OPEN for recruiting!  Join our in-game channel "Airhogs"

LHA Tarawa
Pator Tech School
Minmatar Republic
#710 - 2014-05-08 04:00:45 UTC
Quintessen wrote:
@Tarawa:

Putting on my usability hat, what you're proposing isn't really simpler. It may feel that way to you, but the proposed 10-point system uses an existing system that players will already be aware of. It reinforces the concept. All the arguments that you've made for the replacement system don't leverage that basic fact.


But you still have the complication of taking that % waste and comparing it to items needed to figure out if you really need to do more research or not.

Does 1% really reduce cost at all? Do you really need to go to 0% to be at 0%?

What existing systems us a 10-poiny system? What system does some of the work really not accomplish anything?



Quintessen wrote:

It's also not that complicated to reach your stated goals, keep CCP's goals in mind and move forward.


Their goals were to simplify. They only got half way there because their whole %s shown won't really be whole %s because of rounding when applied to items needed...

AND to go along with their fail attempt to simplify, they created a major cluster Foxtrot with rounding all ME 10 BPOs to perfect and Foxtroting all new players with 4-5x the research time to get to sub 1% waste (well deserved new player emo-rage inbound!!!!).

They didn't achieve the goal (mine does better because I actually integrate to items needed to show the REAL waste) and they broke stuff. FAIL, FAIL!


Quintessen wrote:

The current skill system maintains partial progress in skills. It does this by giving each level a certain number of points. You then progress a certain number of points an hour. It's actually fairly likely that at least some part of the new industry system shares code with the skill system given how similar they are -- or could if they don't.


No, they don't use point system and track partial. My system is closer to that with points as 100ths of what was a single PE level.

Quintessen wrote:

So you could change the system so that research levels required a certain number of points on an exponential scale. Then if you abort or stop a research job you still get partial credit for that research. That would satisfy many of CCP's stated goals and allow for partial improvement.


Exactly like I'm proposing!


LHA Tarawa
Pator Tech School
Minmatar Republic
#711 - 2014-05-08 04:10:31 UTC
Rollaz wrote:
CCP....

I've read the blog, I've read all the posts from the devs reply's... I'm so pissed right now, just thinking about this.


I've spent nearly my entire time in Eve, making isk and converting into highly researched BPO's, it's been my thing. I ran Large DG pos with a full load of Hyasyoda labs for years, researching, and purchasing other peoples highly researched prints.

Roughly 2/3rds of my net worth is now in researched prints.

This strikes at the heart of what makes me want to play this game. My end game is to have a full set of BPO's and now... I feel that's being stolen from me.



I just don't understand, why would you compute that ALL BPO's should ALL be converted ME10 for 10%... it's just not fair at all.
.




Take this rage at "others catching up to you with a fraction of your effort", and multiply it by 4 or 5 for new players that will have to research for 4-5 times longer to get sub 1% waste.

This new design is so fail on so many levels.
Darin Vanar
Federal Navy Academy
Gallente Federation
#712 - 2014-05-08 04:47:54 UTC  |  Edited by: Darin Vanar
LHA Tarawa wrote:
Darin Vanar wrote:

I like this a lot.



Thanks. I doubt it will happen, because it would take a lot of crow eating... but I think it is SOOOOOOO much better than the proposed design... which should be on test server in a week... which is not enough time to stop the train wreck.


Agreed...

I don't think Fanfest helped either. While the devs were busy with their cage match, perhaps (Kronos) should have had a higher priority on the list.

While we've been brainstorming and theorycrafting changes to this impending disaster, this is CCP:

From PC Gamer:

"Last night I watched a procession of CCP developers wrestle with undefeated MMA fighter Gunnar Nelson. Unsurprisingly, they didn't win, but it certainly was a spectacle especially when the last guy, who looks like Zangief and towered over Nelson arrived in in the arena from above, suspended in the air by ropes."


Also from PC Gamer, before Fanfest.

"Today, CCP announced the EVE of Destruction event, in which the game s developers will take on Gunnar Gunni Nelson, an Icelandic mixed-martial artist (MMA). On Friday, May 2, 20:00 UTC, Gunni will take on 10 CCP staff members, one at a time, submitting one before moving on to the next. It shouldn't take long.

CCP Community Developer and coach for the CCP team Sveinn Kjarval, promises flailing, half-strength maneuvers from CCP members that will possibly, eventually have a 2% chance at best of causing this human tornado of devastation to pause and laugh just long enough that we get super lucky. "

I bet Shoogie could have taken on the entire CCP team and won. Rollaz too. They don't need Gunni Nelson at this point. They dropped these blogs and left off for Fanfest. If they wanted a cage match, they should stayed to brave the Pandora's box they unleashed on the forums.

Like I said, my money's on Shoogie but I think I could have bested a few CCP team members myself!
DK Anaroth
Border Industrial Limited
#713 - 2014-05-08 05:44:41 UTC
LHA Tarawa wrote:
Rollaz wrote:

This strikes at the heart of what makes me want to play this game. My end game is to have a full set of BPO's and now... I feel that's being stolen from me.


I just don't understand, why would you compute that ALL BPO's should ALL be converted ME10 for 10%... it's just not fair at all.
.


Take this rage at "others catching up to you with a fraction of your effort", and multiply it by 4 or 5 for new players that will have to research for 4-5 times longer to get sub 1% waste.

This new design is so fail on so many levels.


Actually the design is actually pretty good.

Percentage reductions are much easier to understand than efficiency levels and even waste materials and will simplify the UI.

Switching to a more skill like approach for the research will make that side of things far easier to understand. They just need to sort out a better way of dealing with the large periods of inactivity when dealing with high rank blueprints and/or high efficiency levels.

They also need to fix the glaring issues with their conversion plans, particularly the problems with focussing on the efficiency of the blueprints rather than the time investment, and also find a better way to deal with their errors in the math on the material efficiency side of things.

Along those lines I have prepared a google spreadsheet which looks into the issues with converting ME values. In particular, I hope the ratio graphs help demonstrate the superiority of doing the conversion based on the time investment than the actual percentage reduction.

You can see it here: https://docs.google.com/spreadsheets/d/1m-m8DxMN1jHtNiiSTdFYz6YnZAf4x6HRBQg252hxQwc/pubhtml#

It isn't until ME level 43 that the time investment into the blueprint exceeds the new research time for a 10% blueprint, and if desired you could modify the system so that even higher levels of research would be taken into account.



Sigras
Conglomo
#714 - 2014-05-08 07:34:38 UTC
Rollaz wrote:
CCP....

I've read the blog, I've read all the posts from the devs reply's... I'm so pissed right now, just thinking about this.


I've spent nearly my entire time in Eve, making isk and converting into highly researched BPO's, it's been my thing. I ran Large DG pos with a full load of Hyasyoda labs for years, researching, and purchasing other peoples highly researched prints.

Roughly 2/3rds of my net worth is now in researched prints.

This strikes at the heart of what makes me want to play this game. My end game is to have a full set of BPO's and now... I feel that's being stolen from me.



I just don't understand, why would you compute that ALL BPO's should ALL be converted ME10 for 10%... it's just not fair at all.

What you've done is caused a CRAP ton of people all over EVE to queue up BPO's everywhere, in a race to get BPO's researched to 10 before the patch because they know you will give them (on a BS BPO) 180days of future research for just 41 days of research today. (base numbers)

It's not fair, and it's not cool. Because it dilutes the value of the BPO's I've spent 3 years acquiring and researching.

I appreciate the thought CCP might give credits for the extra time on all my bpo's but if those credits are spent after patch they will not get me back what I've paid over the years, (when I've got to trade them in for 180 days of research for one BS to 10%)


I got screwed on those "broken parts" post patch for billions, I got screwed with the R&D change on several characters I'd trained, and missioned to max out rewards there without any SP or standings compensation for the now "dead" characters. And now I'm pretty sure I'll get royally screwed on this patch, I estimate I've got 200bil in "post patch" equity in my researched blueprints, that won't be worth much over NPC value post patch. I estimate I'll lose at least 100 to 150bil isk in net worth.

Again... I am so pissed right now, I can't even think straight.

What do I want? And what is the solution for all the players like me?

I think you need to rework the numbers so its a 0-100 scale for research and not 0-10.

In my experience, almost all BPO's in the middle of the production spectrum, excluding small stuff and capitals... get you what I called "near perfect" (1/10th of 1% loss) at ME100 and PE10. This is where most of my BPO's sit.

Converting BPO's from the old system to the new system, should be based on 0-100 ME and 0-10 PE. (I challenge someone in CCP to take a survey of industrialists and ask them if they use BPO's with ME50+ or ME10, I'll bet 90% or more use ME50-100)

So a BS bpo with 90-100ME would be converted to a perfect BPO, but you should NOT convert a 10ME the same as a 100ME, it's just not fair for those of us that did this, we did it to have an edge, to have a higher quality BPC and to shave every last bit of profit out that we could... It's what was promised to us in the "sandbox" trailer about getting an edge over the other players. It's totally not cool that now CCP once again is gonna cut us off at the ankles for doing EXACTLY what you told us to do in the promotional videos....

Im not trying to be insulting here dude, but your "super researched" BPOs dont actually sell for that much more ISK than a kinda well researched BPO because most people who are into buying BPOs understand that there isnt that much of a difference.

For example right now there's a megathron BPO ME 30 selling for 2.2 billion, and a ME 100 BPO selling for 2.5 billion.
Another example would be the dominix BPO ME 25 selling for 1.7 billion, ME 70 selling for 1.9 billion.

If you paid too much extra for these "super researched" BPOs you got ripped off; even after the change I dont expect the prices to drop too much on these BPOs because to produce another one it would require 180 days worth of POS fuel + team labor cost meaning at around 700 million ISK markup for a perfect battleship BPO which is about where it is right now

TL;DR
unless you have an absolutely MASSIVE collection of BPOs and we're talking in the trillions of ISK value, there is no way you lose 150 billion with this change.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#715 - 2014-05-08 09:52:14 UTC
25 pages ago, i was against the 0-10 ME system

Now that I have read some of the alternatives, I am very much in favor of the 0-10 system. The alternatives suggested here, seem to be as complicated as what we have now.
Elizabeth Norn
Nornir Research
Nornir Empire
#716 - 2014-05-08 10:57:41 UTC  |  Edited by: Elizabeth Norn
Something I'd like to know is what are the devs' opinions on the current state of BPO trading via contracts, specifically expensive and very highly researched blueprints. This change is certainly going to result in a shrink in that market because of lower perceived value due to smaller numbers and the compression of the scale resulting in BPOs previously perceived as a lot superior and demanding prices multiple times of those with ME 10 becoming equal.

Also has there been any discussion on a research credit refund for BPOs over 10/10? While I would like something like that, I'm wondering if there would be any repercussions because of it, depending on how it was implemented.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#717 - 2014-05-08 11:14:57 UTC
Apologies for asking questions that I presume are answered somewhere within. Are the following statements correct?

1. All BPOs that currently have ML 10 and/or PL 10 will be "perfect" under the current plans?
2. BPOs that have ML < 10 but still currently have zero waste because of rounding will remain "perfect", with the exception of:
3. those BPOs that have "Extra Materials", because moving these to "Materials" changes the current zero-waste level because of rounding?

Thanks.
LHA Tarawa
Pator Tech School
Minmatar Republic
#718 - 2014-05-08 11:55:36 UTC
DK Anaroth wrote:

Actually the design is actually pretty good.

Percentage reductions are much easier to understand than efficiency levels and even waste materials and will simplify the UI.


Except you are ignoring all those BPOs that need less than 100 of something. For those BPOs, there is still complexity they are dealing with. They are still not showing you the ACTUAL reductions and effects. Making everything a hypothetical 0-10% reduction ignores that some things require less than 100 of something as their max input, so some of those research levels actually have no effect.

This mean players still have the manual step of looking at the BPO to see what they need the most of, then manually figuring out what their actual waste is, and then manually figuring out if researching to a higher level will actually change their actual waste.

Mine appears more complicated, because I'm doing all this extra work for them.

If a BPO uses 4 of something, my design tells them NO WASTE, even at no research. If they try to research, my design tells them they are already perfect. CCP proposed design offers them the 1-10% reduction, even though those actually do nothing.

If they need 5 of something as most, CCP's design offers them a 1-10% reduction, even though, the actual reduction will be 20%, and that 20% all occurs when they research to 1%. My design shows the actual 20%, and if they try to research, it shows them the one option of going to perfect (or in the ideal design, some arbitrary amount of time between current and perfect to allow partial research).

CCP's design still has lots of manual complexity to convert from hypothetical reduction to actual reductions and manual complexity figuring out at what research level the actual reductions are achieved. My design removes all that manual complexity and has the UI show you the actual reductions and points that they occur.



DK Anaroth wrote:

Switching to a more skill like approach for the research will make that side of things far easier to understand. They just need to sort out a better way of dealing with the large periods of inactivity when dealing with high rank blueprints and/or high efficiency levels.


How is theirs more skill like? Mine is more skill like....

Okay. Don't hide the ME behind the UI. Rename it from ME to RP (Research Points). RP happen to be 1/100th the time and effect of the old ME. Boom, mine is totally skill like!

If you need more than 100 of something, then the whole % levels for reductions are 11, 25, 42, 66, 100, 150, 230, 400, 900. Because of rounding issues in waste, if you need less than 100 as your most needed, then these RP points move, and under my design, the UI handles ALL that for you, showing you only the RP point inflection points that actually effect your BPO.

Like skill training, my design preserves partial research between significant levels in the form of RP.

The only thing non-skill like about my design is that if you need more than 100 if stuff, partial research between the significant levels may actually have an impact.


DK Anaroth wrote:

They also need to fix the glaring issues with their conversion plans, particularly the problems with focussing on the efficiency of the blueprints rather than the time investment, and also find a better way to deal with their errors in the math on the material efficiency side of things.


Their removal of credit for partial research between whole %s is going to cause emo-rage no matter what. If they round up, the people that spent more time rage that others get to catch up. If they round down, the people that spent time going beyond ME 10 will rage. If they round closest, rage will occur from both sides.

No matter how they round, newer players will rage that they will have to spend 4-5x as long to get under 1% more cost that the older players.

The only option that removes this rage is to preserve all current time and effect. If the goal was to remove complexity, then just remove that complexity by hiding it behind the UI (and do it in a way that show the REAL waste and the REAL inflection points where the change occurs instead of a hypothetical reduction that may or may not actually have any effect).



DK Anaroth wrote:

It isn't until ME level 43 that the time investment into the blueprint exceeds the new research time for a 10% blueprint, and if desired you could modify the system so that even higher levels of research would be taken into account.


Yeah.... which is why people are warning of new player rage for having to spend 4-5x as long to get below 1% waste (9% reduction). You are demonstrating the validity of that rage, which argues against the new system, and for a system such as I propose that preserves the current research times, preserves the current research effects. And mine ACTUALLY does a better job of removing complexity by removing the manual steps of comparing hypothetical change in needs to input amounts to manually figure out your actual extra needs and if additional research will actually remove any need and manually figuring out where those actual changes in material needs occur. All that manual complexity is still in their design.

LHA Tarawa
Pator Tech School
Minmatar Republic
#719 - 2014-05-08 12:07:09 UTC
Kenneth Feld wrote:
25 pages ago, i was against the 0-10 ME system

Now that I have read some of the alternatives, I am very much in favor of the 0-10 system. The alternatives suggested here, seem to be as complicated as what we have now.


Because the suggested alternatives deal with the REAL waste rather than hypothetical.

With CCPs proposed changes, players will still have to manually look at the BPO to see the needs, and manually figure out what their actual waste is, what their reduction could be, and at what research point that extra is removed.

If we need 5 of something now and 1 waste, we're shown 6 need and told that is 10%. It is actually 20% waste. Current, that complexity is manual calculation. Proposed, that complexity is still manual calculation. My proposed seems complex, because I'm having the UI do that calculation for you.

Current, that 20% waste goes away at ME1, which is a manual calculation. Their proposed design, the 20% goes away at research 9% reduction. Mine appears more complex, because in addition to showing the actual 20%, I present the player with the one research point where perfect is achieved.


In other words, their design only appears more simple, because they're still not dealing with blueprints where the needed amounts are less than 100 so they hypothetical reductions are not real reductions. Their still leaving all that complexity as manual work to be figured out by the player.

My design only appears more complex, because I'm dealing with that complexity and having the UI do all the work for you.
LHA Tarawa
Pator Tech School
Minmatar Republic
#720 - 2014-05-08 12:16:39 UTC  |  Edited by: LHA Tarawa
Gypsio III wrote:
Apologies for asking questions that I presume are answered somewhere within. Are the following statements correct?

1. All BPOs that currently have ML 10 and/or PL 10 will be "perfect" under the current plans?
2. BPOs that have ML < 10 but still currently have zero waste because of rounding will remain "perfect", with the exception of:
3. those BPOs that have "Extra Materials", because moving these to "Materials" changes the current zero-waste level because of rounding?

Thanks.


Actually no, not at the low end.

If you need 5 of something now, with 10% waste, you have 1 waste. That waste goes away at ME 1.

Under the new plan, the 5 becomes 6. The ME1 BPO becomes a 5% reduction research BPO. 95% of 6 is still 5.7, which rounds to 6. The actual reduction from 6 to 5 won't occur until the BPO is researched to a 9% reduction, at which point, the 20% reduction occurs.

(This is the CCP proposed change.... 1-8% research has no effect, then 20% reduction occurs at 9% research level. Tell me again how this 1-8% research is nothing, then 9% reduction is actually 20%, but you have to do all that calculation manually, is less complex than my proposed change where the 20% would be shown, and the UI offers you two options, 1) the point the improvement is achieved and 2) If you think that is too long, manual time entry to get partial credit toward that point!)