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[Summer 2014] Starbase tweaks

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Ranamar
Nobody in Local
Deepwater Hooligans
#281 - 2014-05-08 15:47:53 UTC
CCP Nullarbor wrote:
Steve Ronuken wrote:
CCP Ytterbium wrote:
Sigras wrote:
I have two questions regarding how the 2% ME discount is calculated.

1. it is 2% and not 2 ME levels right? Just confirming because if not you've just condemned all invention to only ever be done in 0.0 amarr factory stations...

2. is the 2% calculated per job or per run?

I realize that in most cases #2 makes absolutely no difference, but think about manufacturing Small CCCs or even medium CCCs... a 2% discount per run is not going to help either of those products at all, but a 2% discount per job certainly could

TL;DR
is the 2% discount calculated ROUNDUP(RequiredMaterial * 0.98) * NumberOfJobs or is it calculated ROUNDUP(RequiredMaterial * NumberOfJobs * 0.98)?


The bonus is a 2% material discount, not ME level since that's going away in the new system.

The material reduction is applied per run last I checked, but we have plans to apply it to the whole job, so that blueprints with small amount of components also benefit from it. Not sure if we can squeeze this for summer though, going to ask around - thanks for the reminder.



Oh god, can't believe I missed this.

Material discounts at job rather than run level would be a major, major change.

(I like it. But it would require a rework of a whole bunch of tools to take run numbers into account as well. And I'm not /sure/ about how it affects bpc vs bpo. I'm generally in favor.)


Confirming the new Industry will not do any material rounding until AFTER we multiply by the number of runs, meaning material efficiency discounts due to facility / teams / skills / blueprints / whatever may produce slightly better results with multiple runs.


Please confirm, is this just for the material discounts from facilities, or does this take effect for ME rounding too?

It makes a big difference when you're building, say, 50+ small rigs per batch whether 10% ME reduces things from, say, 3*100 to 300 or reduces things from 3*100 to 270.
Sigras
Conglomo
#282 - 2014-05-08 16:07:36 UTC
MailDeadDrop wrote:
CCP Nullarbor wrote:
Confirming the new Industry will not do any material rounding until AFTER we multiply by the number of runs, meaning material efficiency discounts due to facility / teams / skills / blueprints / whatever may produce slightly better results with multiple runs.


You do realize that is yet another buff to T2 BPOs, right? Because T2 BPCs don't have enough runs to make a difference with a 1-5% reduction in materials.

Dear CCP, Do you have a freaking clue about what you're doing?

MDD

As long as they're not increasing the yield IE output per day, then it doesnt effect inventors at all; it just helps the BPO owners make more ISK.
Max Kolonko
Caldari Provisions
Caldari State
#283 - 2014-05-08 16:11:12 UTC
Max Kolonko wrote:
Korthan Doshu wrote:
Marcus Iunius Brutus wrote:
Max Kolonko wrote:
[quote=Marcus Iunius Brutus]Wait - does it mean what i think this means?

I have bpo that need 10 pieces of tritanium
I get it to me5% so single run still needs 10*trit
Will 2 run job require 20 or 19 units if trit?
Roundup(10*.95)*2=20
Or
Roundup(10*2*.95)=19


Yes, 2 jobs will require 19 pieces of trit.

And BTW it's Round not Roundup.


How do we know it's round() and not roundup()? I didn't catch a definitive statement...



Since they are toying still with formula its best to wait untill final numbers will be release after all feedback is processed. Whatever it will be round or floor or ceil the premise is the same - get all bpo to me10 equivalent asap


Correction - IT MAKES HUGE DIFFRENCE IF IT IS ROUND OR ROUNDUP

example:

BPO, ME 6%, basic material requirments (before modyfiers) 10 x tritanium

1. ROUNDUP()
2 jobs 1 run = 2 x ROUNDUP(10*1*,94)=20
1 job 2 run = 1 x ROUNDUP(10*2*,94)=19
So we save 1 unit of tritanium by running 2 run job instead of 2 jobs with 1 run each


2. ROUND()
2 jobs 1 run = 2 x ROUND(10*1*,94)=18
1 job 2 run = 1 x ROUND(10*2*,94)=19 !!!!!!!
So WE LOOSE 1 unit of tritanium by running 2 run job instead of 2 jobs with 1 run each

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#284 - 2014-05-08 16:55:54 UTC
Korthan Doshu wrote:
Marcus Iunius Brutus wrote:
Max Kolonko wrote:
[quote=Marcus Iunius Brutus]Wait - does it mean what i think this means?

I have bpo that need 10 pieces of tritanium
I get it to me5% so single run still needs 10*trit
Will 2 run job require 20 or 19 units if trit?
Roundup(10*.95)*2=20
Or
Roundup(10*2*.95)=19


Yes, 2 jobs will require 19 pieces of trit.

And BTW it's Round not Roundup.


How do we know it's round() and not roundup()? I didn't catch a definitive statement...


There's also the option that it's rounddown().

I believe that's been mentioned in another context in the research blog thread.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

CCP Nullarbor
C C P
C C P Alliance
#285 - 2014-05-08 17:09:07 UTC
Steve Ronuken wrote:
Korthan Doshu wrote:
Marcus Iunius Brutus wrote:
Max Kolonko wrote:
[quote=Marcus Iunius Brutus]Wait - does it mean what i think this means?

I have bpo that need 10 pieces of tritanium
I get it to me5% so single run still needs 10*trit
Will 2 run job require 20 or 19 units if trit?
Roundup(10*.95)*2=20
Or
Roundup(10*2*.95)=19


Yes, 2 jobs will require 19 pieces of trit.

And BTW it's Round not Roundup.


How do we know it's round() and not roundup()? I didn't catch a definitive statement...


There's also the option that it's rounddown().

I believe that's been mentioned in another context in the research blog thread.



So round is misleading, we will be doing a CEIL() aka rounding up. If you need 14.1 after all the runs and material efficiency is multiplied out then it will be 15.

CCP Nullarbor // Senior Engineer // Team Game of Drones

LHA Tarawa
Pator Tech School
Minmatar Republic
#286 - 2014-05-08 17:28:18 UTC
CCP Nullarbor wrote:

So round is misleading, we will be doing a CEIL() aka rounding up. If you need 14.1 after all the runs and material efficiency is multiplied out then it will be 15.



So the complexity moves from figuring out optimal ME on a BPO, to figuring out optimal batch size to get the smallest round up?

Nice.

This industry rework is such a cluster fk.

Look, as a programmer myself, I feel for you. Bad design, not thinking things threw, the rush to hit the iteration deadlines, the immovability of the deadlines, personnel leaving because of all of the above, feeding back into just making the problems worse....

Full speed ahead, even though we're heading straight toward our doom... because bosses can't eat crow and admit the design sucks.... so hack, hack, hack.... More hatchet and machete than keyboard at this point.

What can we do to salvage the design at this point???? Ummmmm.... 2% ME bonus for POS and hack he material usage to round at the job instead of run level.... hack, hack, hack.....
Banko Mato
Republic University
Minmatar Republic
#287 - 2014-05-08 17:40:31 UTC
CCP Nullarbor wrote:

So round is misleading, we will be doing a CEIL() aka rounding up. If you need 14.1 after all the runs and material efficiency is multiplied out then it will be 15.


Why not throw all the manufacturers a bone and floor() materials?
Ofc plus at the same time ensuring that they cannot go below 1
Korthan Doshu
Doomheim
#288 - 2014-05-08 17:47:26 UTC
CCP Nullarbor wrote:
Steve Ronuken wrote:
Korthan Doshu wrote:
Marcus Iunius Brutus wrote:
[quote=Max Kolonko]Yes, 2 jobs will require 19 pieces of trit.

And BTW it's Round not Roundup.


How do we know it's round() and not roundup()? I didn't catch a definitive statement...


There's also the option that it's rounddown().

I believe that's been mentioned in another context in the research blog thread.



So round is misleading, we will be doing a CEIL() aka rounding up. If you need 14.1 after all the runs and material efficiency is multiplied out then it will be 15.


Let me just say that I think this is imminently reasonable and not a cluster.
Marsan
#289 - 2014-05-08 17:59:27 UTC
Sigras wrote:
Korthan Doshu wrote:
MailDeadDrop wrote:
If Research Labs and Hyasyoda Labs can *only* work on blueprint originals (since they only offer ME and TE services), then having them on a POS is a big flashing "SHOOT ME!" sign. Can I have big flashing "SHOOT ME!" signs on ships carrying BPOs, too, without any sort of effort?


A thousand times this. Please split up invention and research so that both arrays are needed and people can't be sure about BPOs in POS.

It's the difference between no MLs and some MLs.

Guys... both arrays mean that there are potentially BPOs in the POS

Unless you've devised some clever way to copy without a BPO?


Yes but Research Labs and Hyasyoda Labs require BPOs to do anything. You won't be able to tell if they are copying a BPO, but you will know if they are researching a BPO.

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

Max Kolonko
Caldari Provisions
Caldari State
#290 - 2014-05-08 18:24:15 UTC
CCP Nullarbor wrote:
Steve Ronuken wrote:
Korthan Doshu wrote:
Marcus Iunius Brutus wrote:
Max Kolonko wrote:
Wait - does it mean what i think this means?

I have bpo that need 10 pieces of tritanium
I get it to me5% so single run still needs 10*trit
Will 2 run job require 20 or 19 units if trit?
Roundup(10*.95)*2=20
Or
Roundup(10*2*.95)=19


Yes, 2 jobs will require 19 pieces of trit.

And BTW it's Round not Roundup.


How do we know it's round() and not roundup()? I didn't catch a definitive statement...


There's also the option that it's rounddown().

I believe that's been mentioned in another context in the research blog thread.



So round is misleading, we will be doing a CEIL() aka rounding up. If you need 14.1 after all the runs and material efficiency is multiplied out then it will be 15.


So what was the equation to calculate new ME10% from old ME level?
LHA Tarawa
Pator Tech School
Minmatar Republic
#291 - 2014-05-08 19:27:55 UTC
Max Kolonko wrote:


So what was the equation to calculate new ME10% from old ME level?


Figure out the old waste % and then round down, subtract from 10.
ME 1 = 5% waste = 5% reduction
ME2 = 3.33% waste = 3% round = 7% reduction
ME3 = 2.5% waste = 2% round = 8% reduction
ME4 = 2% = 8% reduction
ME5-ME8 = 1% round = 9% reduction
ME9 = 1% = 9% reduction
ME10 = .09% waste = 0% round down = 10% reduction.
Better then ME10 = 10% reduction.

Max Kolonko
Caldari Provisions
Caldari State
#292 - 2014-05-08 19:30:08 UTC
LHA Tarawa wrote:
Max Kolonko wrote:


So what was the equation to calculate new ME10% from old ME level?


Figure out the old waste % and then round down, subtract from 10.
ME 1 = 5% waste = 5% reduction
ME2 = 3.33% waste = 3% round = 7% reduction
ME3 = 2.5% waste = 2% round = 8% reduction
ME4 = 2% = 8% reduction
ME5-ME8 = 1% round = 9% reduction
ME9 = 1% = 9% reduction
ME10 = .09% waste = 0% round down = 10% reduction.
Better then ME10 = 10% reduction.



thx, just found it in the blog but Yours is more clear :)
Zappity
New Eden Tank Testing Services
#293 - 2014-05-08 21:31:25 UTC  |  Edited by: Zappity
CCP Nullarbor wrote:
Steve Ronuken wrote:
CCP Ytterbium wrote:
Sigras wrote:
I have two questions regarding how the 2% ME discount is calculated.

1. it is 2% and not 2 ME levels right? Just confirming because if not you've just condemned all invention to only ever be done in 0.0 amarr factory stations...

2. is the 2% calculated per job or per run?

I realize that in most cases #2 makes absolutely no difference, but think about manufacturing Small CCCs or even medium CCCs... a 2% discount per run is not going to help either of those products at all, but a 2% discount per job certainly could

TL;DR
is the 2% discount calculated ROUNDUP(RequiredMaterial * 0.98) * NumberOfJobs or is it calculated ROUNDUP(RequiredMaterial * NumberOfJobs * 0.98)?


The bonus is a 2% material discount, not ME level since that's going away in the new system.

The material reduction is applied per run last I checked, but we have plans to apply it to the whole job, so that blueprints with small amount of components also benefit from it. Not sure if we can squeeze this for summer though, going to ask around - thanks for the reminder.



Oh god, can't believe I missed this.

Material discounts at job rather than run level would be a major, major change.

(I like it. But it would require a rework of a whole bunch of tools to take run numbers into account as well. And I'm not /sure/ about how it affects bpc vs bpo. I'm generally in favor.)


Confirming the new Industry will not do any material rounding until AFTER we multiply by the number of runs, meaning material efficiency discounts due to facility / teams / skills / blueprints / whatever may produce slightly better results with multiple runs.

I do T2 module invention and manufacture. Isn't this a buff to T2 BPOs? I don't think this will make a significant difference to my manufacturing due to insufficient runs. Or have I miscalculated?

Zappity's Adventures for a taste of lowsec and nullsec.

EvilIsMyName
Exploitation Industrial Group
#294 - 2014-05-08 21:54:43 UTC
BadAssMcKill wrote:
Pos fix when


This expansion is the POS fix, by increasing the risk and taxing jobs, CCP's plan is to reduce or eliminate the usage of POS's everywhere but where they are actually needed, in null and in wormholes.

In 6 months, POS usage will drop by 60-70% and the squeeky wheel is no longer as squeeky and they will use their infamous tables and graphs to prove that POS's no longer need a major overhaul due to the incredible usage drop across New Eden.
MailDeadDrop
Archon Industries
#295 - 2014-05-08 22:03:41 UTC  |  Edited by: MailDeadDrop
EvilIsMyName wrote:
This expansion is the POS fix, by increasing the risk and taxing jobs, CCP's plan is to reduce or eliminate the usage of POS's everywhere but where they are actually needed, in null and in wormholes.

In 6 months, POS usage will drop by 60-70% and the squeeky wheel is no longer as squeeky and they will use their infamous tables and graphs to prove that POS's no longer need a major overhaul due to the incredible usage drop across New Eden.

That is a particularly malevolent interpretation and projection. I'm mad about aspects of this, too, but let's treat the Dev's as if they're human and not minions of Satan.

Edit: although I have heard that tap water in Iceland is rather sulphurous...

MDD
probag Bear
Xiong Offices
#296 - 2014-05-08 23:32:36 UTC
CCP Nullarbor wrote:

Confirming the new Industry will not do any material rounding until AFTER we multiply by the number of runs, meaning material efficiency discounts due to facility / teams / skills / blueprints / whatever may produce slightly better results with multiple runs.


To echo others in this thread: this is really awesome. But it does feel a bit like a slap in the face for ship/rig invention, in which your BPCs nearly always only have 1-3 runs to begin with. Even though we're installing dozens of identical jobs at once, we get no benefit out of this, as we're forced to work with low-run BPCs.
Sigras
Conglomo
#297 - 2014-05-08 23:56:07 UTC  |  Edited by: Sigras
Marsan wrote:
Sigras wrote:
Korthan Doshu wrote:
MailDeadDrop wrote:
If Research Labs and Hyasyoda Labs can *only* work on blueprint originals (since they only offer ME and TE services), then having them on a POS is a big flashing "SHOOT ME!" sign. Can I have big flashing "SHOOT ME!" signs on ships carrying BPOs, too, without any sort of effort?


A thousand times this. Please split up invention and research so that both arrays are needed and people can't be sure about BPOs in POS.

It's the difference between no MLs and some MLs.

Guys... both arrays mean that there are potentially BPOs in the POS

Unless you've devised some clever way to copy without a BPO?

Yes but Research Labs and Hyasyoda Labs require BPOs to do anything. You won't be able to tell if they are copying a BPO, but you will know if they are researching a BPO.

This is true, however:

1. Invention requires copies, so it's reasonable to assume that an inventor is copying BPOs to fund his own invention.
2. 3/4 of the research jobs require a BPO meaning there is no way to split the activities up that doesnt guarantee BPOs are in one or the other.
Ranamar
Nobody in Local
Deepwater Hooligans
#298 - 2014-05-09 07:00:56 UTC
probag Bear wrote:
CCP Nullarbor wrote:

Confirming the new Industry will not do any material rounding until AFTER we multiply by the number of runs, meaning material efficiency discounts due to facility / teams / skills / blueprints / whatever may produce slightly better results with multiple runs.


To echo others in this thread: this is really awesome. But it does feel a bit like a slap in the face for ship/rig invention, in which your BPCs nearly always only have 1-3 runs to begin with. Even though we're installing dozens of identical jobs at once, we get no benefit out of this, as we're forced to work with low-run BPCs.


On the other hand, rig BPOs are dirt cheap and research in a couple days maximum. Short of capital rigs, I'd feel pretty comfortable putting my 2M ISK + research time BPOs in a POS, especially if I either expected to be able to defend it or thought I could get it down in time to dodge a wardec.
Grigori Annunaki
#299 - 2014-05-09 08:47:06 UTC
CCP Nullarbor wrote:
So round is misleading, we will be doing a CEIL() aka rounding up. If you need 14.1 after all the runs and material efficiency is multiplied out then it will be 15.

This sounds unfortunate for the T2 inventor, since all T2 blueprints require 1 of the T1 thing to manufacture. Since we're starting -40% in the hole and no decryptor gets us positive, we'll need more T1 going in than T2 coming out, which is a bit silly. For small T2 items, the new calculations can double the current manufacturing cost.

For example, the ever-popular Acolyte II currently requires the following to build (base):

1x Acolyte I
1x Laser Focusing Crystals
1x Guidance Systems
1x Robotics
1x Morphite (2 at ME -4)

After the change in Kronos, I imagine these numbers will remain the same.

[1, 10] runs, at -40% ME (POS or not doesn't matter), will look something like this:

[2, 14]x Acolyte I (10 x 1.00 x 1.40 x 0.98 = 13.72, goes to 14)
[2, 14]x Laser Focusing Crystals
[2, 14]x Guidance Systems
[2, 14]x Robotics
[2, 14]x Morphite


Low-run BPCs in general get hammered by the CEIL change, those with small material input even moreso. T2 light drones get hit with a roughly 40% cost increase across the board, which is admittedly the worst-case scenario.

For small material quantities, there's a rough break-even point at 8 runs in a POS where you get 37.5% waste (11 for 8 runs) of the theoretical 37.2% minimum waste. Of course, that leaves you with 2 remaining runs at 50% waste (3 for 2 runs), which gets you back to 14 for 10 runs, or 40% waste. Without a POS, 5 and 10 runs are the most efficient.

I made a chart to more clearly illustrate things
Quadpush
Doomheim
#300 - 2014-05-09 09:17:56 UTC
I've got a question: what will be the difference of different races POSes (eg. Caldari, Gallente etc.)? Currently they differ in the CPU/PWG and it affects the number of labs/arrays you can online. In summer all POSes will be equal or do they get any racial differences?