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Dev blog: Researching, the Future

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Loraine Gess
Confedeferate Union of Tax Legalists
#1061 - 2014-05-17 05:15:26 UTC
CCP Greyscale wrote:
I'm updating my big-ass spreadsheet to link T1 and T2 typeIDs so I can run the math on making copy time 80% of build time in all cases and then setting invention time to "(build time / 2) - copy time"; while I'm working on it, does anyone think this is going to make their head explode?

Another thing to think about - if we mess with the invention math so we can kick max run counts up without breaking a bunch of things (including making sure we scale job time correctly against output runs), does the potentially large increase in practical invention throughput risk breaking the market? If you could put in 24 hours' worth of invention in one go, are we going to see a destructive glut of T2 BPC supply?



I do think making T2 manufacturing easier will induce some of the larger and mid-level entities towards it. Right now it's either the realm of the dedicated (Jump Freighters), or the neurotic (T2 drones clickclickclickclickclickclickclickclickclickclickclickclickclick and so on). The money is good enough that given ease of use, I would do it along with half a dozen others. Of course this may take some pressure off the T1 markets, and it all depends on whether manufacturer population increases, decreases, or smooths out after the patch...
Loraine Gess
Confedeferate Union of Tax Legalists
#1062 - 2014-05-17 05:16:36 UTC
Jarnis McPieksu wrote:
CCP Greyscale wrote:
I'm updating my big-ass spreadsheet to link T1 and T2 typeIDs so I can run the math on making copy time 80% of build time in all cases and then setting invention time to "(build time / 2) - copy time"; while I'm working on it, does anyone think this is going to make their head explode?

Another thing to think about - if we mess with the invention math so we can kick max run counts up without breaking a bunch of things (including making sure we scale job time correctly against output runs), does the potentially large increase in practical invention throughput risk breaking the market? If you could put in 24 hours' worth of invention in one go, are we going to see a destructive glut of T2 BPC supply?


Wouldn't that supply be self-regulated by prices of Datacores?

Cost of inventing would shoot up if the volume of invention jobs goes up a lot.

BRB buying datacores...

Edit: Unless of course you mean same amount of datacores for a larger invention run (far more licensed runs in each T2 BPC)...? Shocked




AFAIK most datacores are FW now, so any market pressure from increased invention is nipped in the bud by FW's willingness to shift their LP payouts to datacores, instead of say... faction ships. Or whatever those people buy.
Odoya
Aeon Abraxas
#1063 - 2014-05-17 05:20:55 UTC
Loraine Gess wrote:


I do think making T2 manufacturing easier will induce some of the larger and mid-level entities towards it. Right now it's either the realm of the dedicated (Jump Freighters), or the neurotic (T2 drones clickclickclickclickclickclickclickclickclickclickclickclickclick and so on). The money is good enough that given ease of use, I would do it along with half a dozen others. Of course this may take some pressure off the T1 markets, and it all depends on whether manufacturer population increases, decreases, or smooths out after the patch...


Besides the queue stacking, and ciicking, I think bringing invention success rates in line with manufacturing rates would help a lot. If you have the potential to run 10 invention jobs and 10 manufacturing jobs, and your invention rates hit about 1/3 of the time, you can never stuff your manufacturing queues with 10 T2 jobs due to lack of T2 BPCS. Options to get rid of that bottleneck would be nice.
Loraine Gess
Confedeferate Union of Tax Legalists
#1064 - 2014-05-17 05:39:07 UTC
Odoya wrote:
Loraine Gess wrote:


I do think making T2 manufacturing easier will induce some of the larger and mid-level entities towards it. Right now it's either the realm of the dedicated (Jump Freighters), or the neurotic (T2 drones clickclickclickclickclickclickclickclickclickclickclickclickclick and so on). The money is good enough that given ease of use, I would do it along with half a dozen others. Of course this may take some pressure off the T1 markets, and it all depends on whether manufacturer population increases, decreases, or smooths out after the patch...


Besides the queue stacking, and ciicking, I think bringing invention success rates in line with manufacturing rates would help a lot. If you have the potential to run 10 invention jobs and 10 manufacturing jobs, and your invention rates hit about 1/3 of the time, you can never stuff your manufacturing queues with 10 T2 jobs due to lack of T2 BPCS. Options to get rid of that bottleneck would be nice.



In my opinion and personal experience this pushes invention towards a side job for extra/vacant research slots. Then you can "burst" build through a created stockpile. This, obviously, has its own deficiencies. I agree that invention chances need to be changed, but perhaps not with why or how. I think invention should scale much, much more significantly with skills. Right now between the horror that is invention clicking and the (relatively) small difference in invention chance, which is a SMALL part of job cost, you are not required to skill up. At all. There may have been a time where IV was necessary, V preferred, but no longer. By drastically increasing the difference to invention costs from skills and absolutely increasing the throughput (via the UI improvements) I think manufacturers would be pushed to specialize in certain areas.
Zappity
New Eden Tank Testing Services
#1065 - 2014-05-17 05:50:40 UTC
There's little point training the racial science skills past three for module invention. Also little point going to V on the primary and secondary skills either. I agree it would be better if invention chance scaled better with skills.

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

Sabriz Adoudel
Move along there is nothing here
#1066 - 2014-05-17 05:54:26 UTC
Zappity wrote:
There's little point training the racial science skills past three for module invention. Also little point going to V on the primary and secondary skills either. I agree it would be better if invention chance scaled better with skills.



Four is needed to produce a lot of the invented BPCs.

I do not want to see invention become a 'you must have level 5 to bother' system like the present material efficiency skill is for tech1 production.

I support the New Order and CODE. alliance. www.minerbumping.com

Odoya
Aeon Abraxas
#1067 - 2014-05-17 06:03:25 UTC  |  Edited by: Odoya
Loraine Gess wrote:



In my opinion and personal experience this pushes invention towards a side job for extra/vacant research slots. Then you can "burst" build through a created stockpile. This, obviously, has its own deficiencies. I agree that invention chances need to be changed, but perhaps not with why or how. I think invention should scale much, much more significantly with skills. Right now between the horror that is invention clicking and the (relatively) small difference in invention chance, which is a SMALL part of job cost, you are not required to skill up. At all. There may have been a time where IV was necessary, V preferred, but no longer. By drastically increasing the difference to invention costs from skills and absolutely increasing the throughput (via the UI improvements) I think manufacturers would be pushed to specialize in certain areas.


The "aha" moment in T2 invention / production came for me when I realized how to account for my invention success rate when budgeting and figuring costs to produce T2 goods. I was rather pleased with myself. While I value that game experience, any of these BPO ME/TE discussions could be solved by offering either skill that reveals or just providing these details in the UI Or bpos - "your BPO has been improved to its maximum efficiency, etc..." or "you have a 30% chance of creating this bpc". A player with the related skill or if the info is freely provided could see what we currently have to learn by experience.

I would not prefer to see such a nerf but I mention this because you raise an interesting point. My preference to manufacture is based on short term changes in the market. The market in general seems to work on a weekly cycle and then in longer or shorter cycles tied to T2 goos, components and ships. Being able to respond to a demand or opportunity in a given ship before the market is flooded / overstocked / played is, imo, a great play strategy for small time entrants into the market. This is basically what I call a relative ROI model because my planning is based on a percentage increase or return on my isk. This estimate becomes less predictable the longer the production chain from invention to manufacturing becomes. The burst mode does not work well with such a "just in time" approach.

Where i think the skills requirements ambush the T2 producer is IF he/she tries to increase the ability to go down a complete production chain. If I want to start producing T2 parts, I need another round of skills to produce (metallurgy, etc...). This does amount to an opporutnity cost (ie, time not spent training something else). Copy times are trivial compared to the full thread of production that needs to occur especially if you want to leverage WH goo production, etc. on a simple relative model of % profit. This is one area where the bigger asset holders can produce and hold somewhat independent of weekly or cyclical trends in the market whereas a smaller producer has a stronger incentive or need to continually flip product. So I guess I see a greater parity in the invention to manufaucturing throughput as an ability to be more nimble which gives even the casual player a chance to participate.

But I agree with your points, there are many ways to skin the T2 cat.
Kale Freeman
Garoun Investment Bank
Gallente Federation
#1068 - 2014-05-17 08:25:26 UTC
Gamer4liff wrote:
Aliventi wrote:

Edit:: Y'all took a well deserved additional 6 weeks to get this all figured out. Why not find a good way to remove T2 BPOs from the game, while still compensating the owner properly. instead of playing around trying to figure out how to balance them with all these changes? At Fanfest you said you were going to do it anyway. Why not save some time and do it now?

Frankly I don't think there is a good way to remove T2 BPOs. I would expect more additive solutions like the aforementioned boosts to invention ME bringing invention up. The ultimate additive solution would be to let inventors earn new T2 BPOs in a limited way that doesn't render invention irrelevant, finally allowing the current generation of players to earn what some consider to be the ultimate solo manufacturing content without having to pay out the nose.

That would be my ideal solution anyway. I suppose what I'm getting at is that the existence of BPOs is not inherently the problem, the problem is the existence of the BPOs without any way for players to acquire them from the environment. It is my hope that CCP has or will consider some kind of solution fixing this aspect and appropriately balancing the BPOs with invention instead of acquiescing to the rabid clamoring for their outright removal.

In reality we'll probably see a research/invention revamp in the future that both makes invention less annoying, and puts it on even more equal footing with BPO production, continual changes, adjustments to BPOs, gradually bringing the value down, I doubt we'll ever see full removal though. It's not like the mere existence of BPOs is some horrible public blight standing in between inventors and incredible profitability.

Yeesh though, the inventors clamoring to kill BPOs to get into the ~promised lands~ of BPO-dominated markets are going to be sorely disappointed if BPOs ever do get straight up removed. The reason the markets are BPO-dominated, from what I've seen, is because of a severe lack of demand.

E: Perhaps the ultimate solution is to balance T2 BPO production with Inventing so well that the literal only advantage of BPOs is not having to invent. :v The BPOs would be the reward for the long-term inventor's pain and suffering.


So basically make it possibe to get the ultimate manufacturing BPO, just make it really hard to get. Kinda like titans?
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#1069 - 2014-05-17 09:24:32 UTC
There's some very valid rumblings here about the potential (and paradoxical) down-side to improving the accessibility of the invention process. There are certain barriers that I personally believe preserve the T2 market.

I'll begin by speaking generally, and then narrow my focus a bit. I've been running a production team (a real one, not the type you can "auction" or whatever) of about six players (not characters) who have trained from scratch over the last 4-6 months. In general we're not poor, and we're not space-rich. I'd consider us average players for the most part.

When we select a project to pursue and build, there's a level that makes it worthwhile that currently sits between 400-600M isk per month per character. There are not any T1 projects that are worthwhile for us. I believe that this is likely because there are no barriers to T1 production. In fact, there are many T1 items that sell well below what they cost to make because people want to do industry despite their finished products selling for less than what their raw materials would. T1 items that do possess barriers, tend to be either isk barriers from prohibitively expensive BPO's, or POS access for research etc...

T2 modules are preserved from this because they have a number of barriers that come along with them:

1. POS Access
2. Knowledge of a complicated system
3. Isk investment
4. OCD click limit (described by others in the thread very accurately)

The update is going to eliminate most of these barriers I expect. I suspect that the projects that made some isk in the past are going to become very similar to the current T1 market, where the projects that the average player can pull of are barely worth doing, and the projects worth doing will be limited to a subset of players with access to the significant resources required to get into the field.

Aside from the OCD click limit that plagues T2 drone manu and other similar projects, I actually like the barriers to T2 production. They are manageable for an average player. A few players can get together, hang a POS and profit from their special knowledge. The investment to get going is a probably in the 3B range, which a group can pool together for without too much trouble.

The new system is going to allow more folks to build T2. If that makes the game more fun for everyone, then I think its great. I suspect it will kill the market however, unless new barriers are added, and I'm afraid that I can't think of any particularly good ones.

My gut feeling is that this is going to wipe out the 'middle-class' of manufacturers as the only remaining barrier to profitable projects will be the isk investment required for the bigger BPO's. It won't break the market or anything crazy, but mat prices will likely rise and more people will build for themselves rather than buy from the market.

TLDR: Removal of POS barrier will make lower level T2 production similar to T1 production, eliminating profit margin at low ends and removing the incentive for isk motivated players to pursue it. May be a good trade-off if 'fun motivated'
Anathema Device
State War Academy
Caldari State
#1070 - 2014-05-17 10:25:56 UTC
Rollaz wrote:
Alexander McKeon wrote:
Comparing ME 10 to ME 50, it's a .706% savings. If you're building an Abaddon, that works out to ~1.5m ISK / hull at current mineral prices. Plenty of folks build battleships by the dozens. If you're making 20 hulls per day, a 25m / day cost advantage over your competition is worth spending extra research time. Stop pulling numbers from the æther, get your spreadsheets out and look at how much isk a .7% cost advantage translates to when the true scale of production is taken into account, and you'll understand why many, many BPOs in this game are researched past ME 10.



@CCP Greyscale THIS^^^^

Since you've decided to keep the 10 point system for sure, then please raise the conversion number on some sort of scale. (these numbers are for example and haven't been measured in any way, they are simply to throw out an idea for you to come up with a way to increase the conversion breakpoint of the previously researched bpo from ME10 higher.... ie:

ME1 = 1%
ME2 = 2%
ME3 = 3%
ME4 = 4%
ME5 = 5%
ME6-7 = 6%
ME8-9 = 7%
ME10-12 = 8%
ME13-16 = 9%
ME17+ = 10%

I'm STRONGLY opposed to an ME10 cutoff... I think ME10 is too low for the cutoff for conversion of old bpos

Additionally... above ME17 create some kind of minor compensation for ME17-100 (i'd be ok with compensation being based on ACTUAL % of savings of materials and not the time spent for them as suggested previously. Anything over ME100 (in most cases) is below .1 of 1% and shouldn't be compensated.

Thanks for being open to suggestions, it's an improvement over the CCP attitude I've experienced in the past, I trust your interest in creating a solution is genuine and not placation.

An interesting concept that provides a partial solution to the BPO conversion and compensation requests. This proposal doesn't eliminate the requests for compensation for high ME values. The existing system doesn't have an upper limit to ME so that the arbitrary use of a straight line conversion from ME1-10 to 1%-10% is unfair and unbalanced. Another approach is to eliminate the issue of highly researched BPOs requiring compensation.

1% at ME1
2% at ME2-3
3% at ME4-7
4% at ME8-15
5% at ME16-31
6% at ME32-63
7% at ME64-127
8% at ME128 - 255
9% at ME256 - 511
10% at ME512 or higher.

Use a similar conversion for PE/TE.
Anathema Device
State War Academy
Caldari State
#1071 - 2014-05-17 11:11:01 UTC  |  Edited by: Anathema Device
Of course there are more generous conversions.
1% at ME1
2% at ME2 - 4
3% at ME5 - 8
4% at ME9 - 13
5% at ME14 - 19
6% at ME20 - 26
7% at ME27 - 34
8% at ME35 - 43
9% at ME44 - 53
10% at ME54 or higher.

1% at ME1
2% at ME2
3% at ME3 - 4
4% at ME5 - 7
5% at ME8 - 12
6% at ME13 - 20
7% at ME21 - 33
8% at ME34 - 54
9% at ME55 - 88
10% at ME89 or higher.
Medalyn Isis
Doomheim
#1072 - 2014-05-17 11:53:19 UTC  |  Edited by: Medalyn Isis
CCP Greyscale wrote:
Another thing to think about - if we mess with the invention math so we can kick max run counts up without breaking a bunch of things (including making sure we scale job time correctly against output runs), does the potentially large increase in practical invention throughput risk breaking the market? If you could put in 24 hours' worth of invention in one go, are we going to see a destructive glut of T2 BPC supply?

The results would be varied. For example a hobgoblin II currently takes around 4 hours to manufacture, 2 hours to invent, and 4 hours per copy. This is a major click fest. Almost certainly one of the reasons people don't manufacture so many is because of the effort involved. On the other hand there are plenty of other items which have a much larger manufacture time, large ammo for instance has a 7 day build time, so it is unlikely that will be affected.

That being said, I think it is good to have some variation between the items, as it makes the inventors choices matter.

Let me just give one example of why the obsession with having your manufacture slots always full is not something which I think gameplay should be balanced around. There are 4 aspects I have identified which add to interesting gameplay as a result of having a bumpy landscape when it comes to cop/inv/man ratios.

Considering the Overall Picture

Take the hobgoblin II, each BPC takes 4 hours 26 mins to manufacture. Then take Barrage M ammo, which take 3 days 15 hours to manufacture with a cryptic accelerant. The clever inventor knows that he only needs to que up one job per day of hobgoblin IIs and he will almost double the profit of the inventor building Barrage M despite the fact that his manufacture slots are empty for over 80% of the time. The clever inventor calculates all of this into overall picture when considering what to manufacture.

Different Jobs for Different Occasions

Another aspect of having a bumpy landscape, is it allows you to adapt your manufacturing chain to your own personal play time. Lets say if you can only come online at the weekend. Well then you know you need to put a long job in over the week, and when it comes to the weekend you can que up lots of the smaller more profitable jobs. If these smaller more profitable jobs are amalgamated into long 24 hour + jobs, then this niche will no longer exist, as the reason they are profitable is because they are inconvenient in terms of time (and at the moment in terms of giving you RSI, although that should not be the case with the new UI changes).

Keeping Flexibility in the Manufacturing Chain

On top of this you have decryptors. So lets say I decide refreshing jobs ever 4 hours 26 mins is a pain. If am not too smart then I make a big fuss and complain on the forums that manufacturing hobgoblin IIs is too much of a pain and that manufacture time needs to be increased to fit around my schedule. If I am a little smarter then I can use a Incognito Augmentation decryptor, which buffs manufacture time up to 7 hours 36 mins for only a very slight drop in overall profits. But because I don't like refreshing jobs every 4 hours 26 mins, this works out better for me as I only need to refresh it once a day and so am making a much better overall profit. This is why I think the importance of decryptors should be emphasised further, then we can rely on decryptors rather than simply amalgamating everything into one easy to process ratio that applies to everything across the board.

Manufacturing Chain Optimisation

Then finally you have manufacture chain optimisation. Let's say I decide to invent a Claw without using a decryptor. With max skills you require 6x invention slots for every manufacture slot to keep you operation running efficiently with no bottlenecks. So once again, either I could come onto the forums complaining that I want a 1:1:1 ratio for every item so it is easy for me to calculate and keep my chain running efficiently. Or I could find another item which can supply multiple manufacturing slots with only 1 invention slot. Small ammo for instance, which only requires 1 invention slot to supply up to 20 manufacture slots not considering decryptors. So having different items limited by either manufacturing time, invention time, or copy time, allows for more interesting choices, rather than simply having everything amalgamated to use manufacture time as the bottleneck.

CCP Greyscale wrote:
Regarding the last bit, yeah, it's based on the T2 output, which is the only thing that makes sense when we're trying to align build, copy and invent time, but I did exactly what you do there at first and it took me about a minute to realise why the whole column was negative :)

Must admit that calculation with it's negative result confused me too. :) But the point I wanted to make, why is there really any need to align build, copy, and invent time? Would it not be much better to keep a bumpy landscape? A half way solution would be perhaps only categories could be aligned rather than every single item being amalgamated. For instance all drones and ammo have the same ratios, and all modules in another category having the same ratios, with ships in another category having differing ratios. That way we still have some variation, but it won't be completely random.

Basically, what I am trying to illustrate is that the current bumpy landscape, where everything is not simply amalgamated and blended into one easy to swallow pill, does allow for more interesting gameplay overall. And if the importance of decryptors could be emphasised, then imo that would be the right way to go about increasing runs and manipulating other aspects of the invented T2 BPC. That being said, I do agree that some tweaks could be made here and there, but I don't think simply amalgamating everything is the way to go.
Danastar
School of Applied Knowledge
Caldari State
#1073 - 2014-05-17 12:55:49 UTC
Hello again,

don't want to sound like an SOS beacon but did you make your final decision on titan BPOs - like what rank they are going to be and how they are going to be transitioned into new system (old ME/PE level -> new ME/PE %)

Thank You
Gamer4liff
Deep Core Mining Inc.
Caldari State
#1074 - 2014-05-17 14:37:22 UTC
Kale Freeman wrote:

So basically make it possibe to get the ultimate manufacturing BPO, just make it really hard to get. Kinda like titans?

In a sense, yes, but more possible for an individual to acquire alone. The real challenge would be balancing the blueprints/blueprint distribution to not hurt invention.

There's no problem with having two tiers or methods of manufacturing, as long as it's actually possible to break into the second tier. That's always been my problem with the status quo. That and lack of slots, but that one's being solved with the expansion.

A comprehensive proposal for balancing T2 Production: here

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#1075 - 2014-05-17 18:21:39 UTC
An example of how a mid-scale inventor goes about his business (restricting this to one account. many use more):

1 copy alt. Primarily with Science and lab slots. Might also have some manufacturing skills to produce T1 parts.
2 inventors.

The copy alt sets up 10 max run module copy jobs in a tower. These will take around 2 days, 18 hours to complete.

While those are happening, the inventors work through the previous cycles copies, at around 1 hour, 15 minutes per job, and 20 jobs per period. (doing ammo would drop the run time to 38 minutes. and copy times to 1 day 17 hours ish)

With a 5 hour day, that's around 80 invention jobs a day. Which means by the time the copy jobs complete, you've run through all the copies.

Adjusting the copy times upwards and the invention times downwards would mean you have a long period where you have no copies to invent off, reducing your throughput, rather than increasing it or leaving it the same.

Now, you could adjust the way you're doing the invention, using some of your invention alts slots to copy things. But that's a less than trivial change.

Copy slots are the bottleneck, rather than invention slots.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Odoya
Aeon Abraxas
#1076 - 2014-05-17 18:58:53 UTC  |  Edited by: Odoya
Steve Ronuken wrote:


Copy slots are the bottleneck, rather than invention slots.


For me, with frigates, a 20 copy frigate run takes me 25 hours which would turn into 12.5 x 20 invention jobs at approximately a .36 success rate (20 x .36 bpcs at 9 slots per 12.5 hours or 18 x .36 over 25 hours assuming a copy job is always running). My 10 invention slots lose at least 1 slot to copy jobs so the copy process keeps ahead of the invention process. As noted elsewhere, the manufacturing slots either use bpcs in a "burst" mode or have to dove tail with other more sophisticated approaches. The idle manufacturing slots mean I think in terms of producing additional T2 ship parts for an additional ROI on the ship based on opportunities in the parts market or some other opportunity.

As stated elsewhere, the benefit of a more balanced throughput is that it allows entrants into the T2 marketspace a chance to enjoy the gameplay without nerfing the benefits of more sophisticated insights.
Loraine Gess
Confedeferate Union of Tax Legalists
#1077 - 2014-05-17 19:37:59 UTC
Odoya wrote:
Steve Ronuken wrote:


Copy slots are the bottleneck, rather than invention slots.


For me, with frigates, a 20 copy frigate run takes me 25 hours which would turn into 12.5 x 20 invention jobs at approximately a .36 success rate (20 x .36 bpcs at 9 slots per 12.5 hours or 18 x .36 over 25 hours assuming a copy job is always running). My 10 invention slots lose at least 1 slot to copy jobs so the copy process keeps ahead of the invention process. As noted elsewhere, the manufacturing slots either use bpcs in a "burst" mode or have to dove tail with other more sophisticated approaches. The idle manufacturing slots mean I think in terms of producing additional T2 ship parts for an additional ROI on the ship based on opportunities in the parts market or

As stated elsewhere, the benefit of a more balanced throughput is that it allows entrants into the T2 marketspace a chance to enjoy the gameplay without nerfing the benefits of more sophisticated insights.




Apologies, but just to make sure everyone is on the same page: I do normal T1-ish manufacturing about 90% of the time, and then burn through some invention stockpiles when the markets are good for T2/bad for T1. I essentially consider them a limited-market commodity that can only be tapped occasionally, it's just that the limiter is when it's good money and when I've got BPCs in the office.
Zappity
New Eden Tank Testing Services
#1078 - 2014-05-17 20:54:48 UTC
Steve Ronuken wrote:
An example of how a mid-scale inventor goes about his business (restricting this to one account. many use more):

1 copy alt. Primarily with Science and lab slots. Might also have some manufacturing skills to produce T1 parts.
2 inventors.

The copy alt sets up 10 max run module copy jobs in a tower. These will take around 2 days, 18 hours to complete.

While those are happening, the inventors work through the previous cycles copies, at around 1 hour, 15 minutes per job, and 20 jobs per period. (doing ammo would drop the run time to 38 minutes. and copy times to 1 day 17 hours ish)

With a 5 hour day, that's around 80 invention jobs a day. Which means by the time the copy jobs complete, you've run through all the copies.

Adjusting the copy times upwards and the invention times downwards would mean you have a long period where you have no copies to invent off, reducing your throughput, rather than increasing it or leaving it the same.

Now, you could adjust the way you're doing the invention, using some of your invention alts slots to copy things. But that's a less than trivial change.

Copy slots are the bottleneck, rather than invention slots.

Nope, not for me and my T2 module production. The skill threshold on copying is so much lower that it was trivial to train every character into Science V for copying. I then burst copy using a temporarily online POS or lowsec. My bottleneck has never been copies but rather the awful interface. I literally cannot bring myself to do a complete invention plus manufacturing cycle on more than two characters at a time because of clicks.

If this limitation is removed my bottleneck will certainly in the absence of other changes) be T2 BPCs, simply because the chance of invention mechanics resulting in less BPCs per iteration. The fact that invention takes less time to do than manufacturing is a false positive for invention rates simply because I only log in once a day. Sure, production might take 17h and invention only 2.5 but both are less than 24.

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

Throwaway Sam Atild
Republic Military School
Minmatar Republic
#1079 - 2014-05-17 21:35:40 UTC
Steve Ronuken wrote:


Copy slots are the bottleneck, rather than invention slots.



CCP Greyscale has graciously acknowledged the issue in a previous post in the thread.

It sounds like the general time-table of mid-level invention is going to remain similar. I think the greater concerns at this point in regard to invention are answering two questions:

1. How can invention headaches be removed? The major headaches that make invention unpleasant from my perspective are that blueprints don't stack (minor) and that it's a click-fest (may be addressed by the UX changes)

2. What will the effects be of the POS barrier to invention being removed (in that anyone can sling up a POS)? Can or should these effects be mitigated?

A major problem is that invention has been shoved forward to an uncertain future date because its too complex a problem to fix in this release. However the changes targeted at the rest of industry are going to create significant fallout in the inventors market, and in my opinion will obliterate profit margins in the field.

I think it might be a time-saver in the long run to try and approach industry all at once instead of piece-mealing it. Otherwise this update will break invention, and the next update will have both a bigger mess to clean up. Not only that, but in order to preserve the previous positive changs, the options for dealing with the clean up will potentially be limited.

Odoya
Aeon Abraxas
#1080 - 2014-05-17 21:52:32 UTC
Throwaway Sam Atild wrote:


I think it might be a time-saver in the long run to try and approach industry all at once instead of piece-mealing it. Otherwise this update will break invention, and the next update will have both a bigger mess to clean up. Not only that, but in order to preserve the previous positive changs, the options for dealing with the clean up will potentially be limited.



I disagree. Managing complexity, especially across multiple domains of knowledge, generally favors transparency and understanding (the significance of change). It is obvious from the varied responses and CCP follow-up re: feedback with quantitative examples that the scope of how invention is "played" in the game is NOT understood to the extent that wholesale change will increase the appeal or playability of the game. I'd say start with the clear cut wins like changes that result in less "clickiness".

The reason I mentioned metrics for measuring success in previous posts is because two basic models for success can be inferred without a reasoned statement by CCP devs: Improvements based on player feedback (less clickiness, queueing, etc...) or solving for problems observed on the "China server".

Setting aside my own preferences, rolling out limited changes to observe the impact and having those changes focus on the improvements for which there is anticipated consensus makes $en$e. Articulate what constitutes success and how it can be measured post implementation.