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Dev blog: Researching, the Future

First post First post First post
Author
CCP Greyscale
C C P
C C P Alliance
#1101 - 2014-05-19 14:03:11 UTC
probag Bear wrote:
Steve Ronuken wrote:
An example of how a mid-scale inventor goes about his business (restricting this to one account. many use more):
[snip]
Copy slots are the bottleneck, rather than invention slots.


For contrast, my routine:

1 copy alt
12 invention alts
6 manufacturing alts
(naturally the manufacturing alts can be a subset of the invention alts)


  1. Each inventor alt starts 10 identical 6hr invention jobs with ~50% success rate.
  2. Each manufacturing alt starts 10 identical 4.5hr/7.5hr manufacturing jobs.
  3. The copy alt starts 10 min-run max-batch copy jobs: 1.25hr. This gives out 200 BPCs, which more than covers the 120 BPCs used in invention.


Invention is by far the bottleneck for me.

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?


Please remember that the limiting factor in invention is NOT universal by any means. Neither is the optimal run number of copied BPCs.
In my market, I need 0.5 manufacturing alts and 0.05 copying alts per 1 inventor alt.
For someone inventing just Damage Control IIs, the numbers seem to be closer to 6.67 manufacturing alts and 1.08 copying alts per 1 inventor alt (please correct my math if it is wrong; I have never invented DCIIs).

Fixing invention time to manufacturing time will change the limiting factor for many things. That can easily be something good, something you want changed, and I'm fine with that. But I don't want it to be something that you just overlook and yet it significantly changes the dynamics of the invention profession.

Quote:
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?


It does not break the market. It does however change it drastically. Few people are willing to invent in 1hr ticks, but if you allow them to invent 24 1hr ticks at once with no drawback, it stops being such a cumbersome activity. This in turn drives profit margins way down by a lot, which the market will stomach perfectly well. There might be a small initial glut, but it'll go away fairly quickly.


As a bit of an example:

  • I currently run 3 invention/manufacturing ticks per 24hrs
  • I currently use 12 characters for this activity (not including the short-train copier char).
  • The number of slots I need is 0.48 manufacturing and 0.05 copying per 1 invention. This leaves a potential 62 manufacturing slots unused.
  • I am 10.8% of my market's supply.
  • I've fixed profit at 300mil per tick, or 900mil per 24hrs


If both of the suggestions in your post are implemented:

  • I will run 1 invention/manufacturing tick per 24hrs
  • The number of slots I need will be 4.24 manufacturing and 0.001 copying per 1 invention.
  • With the same number of slots, there would a potential 91.7 science slots left unused.
  • I would have 20.2% of my market's supply
  • I would be able to halve profit per item and still have it increase to 900mil per tick, and remain 900mil per 24hrs.


Edit tally: Fixed one unimportant wrong number. Clarified two small items and two medium items. Made an edit tally in case anyone has already quoted my post and is in the process of responding. Went on a format-fixing spree and have now finally stopped editing. Should've reread this post before posting it.


Nice data, thanks.

Khan'matar wrote:
Quote:
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?


CCP Greyscale: I feel your pain.

Having to clump together the output of SQL Joins -- if only the Database exports were available in 'Comma Separated Values' as well -- you could Import into a spreadsheet pretty easy then.

You have to admit those .CSV's are pretty universal now. They feed straight into most databases fairly well. Most BI tools chew them up like beef jerky.



I've clunked together a tool using a few python modules to go directly from the DB into excel and back again, the legwork hooking up the typeIDs was just adding a few worksheets and doing some vlookups :) I wouldn't be nearly so gung-ho about making changes if I was doing it by hand!
Rek Seven
University of Caille
Gallente Federation
#1102 - 2014-05-19 15:55:08 UTC  |  Edited by: Rek Seven
Are there any semi-automatic tools being added that will let people insert their costs to quickly calculate their profit? (Basically removing the need for a spreadsheet)
CCP Greyscale
C C P
C C P Alliance
#1103 - 2014-05-19 16:55:46 UTC
Hashi Lebwohl
The Graduates
The Initiative.
#1104 - 2014-05-19 18:07:40 UTC  |  Edited by: Hashi Lebwohl
I think people exaggerated the impact of tech II bpo's on the market - I believe bpo's set the floor price and bpc's set the ceiling price.

Floor pricing

Bpo's products can be manufactured cheaper than bpc's but the supply is fixed so they can set the lowest price at which a item can be manufactured (max weekly supply = max weekly production x number of active bpos which is a low number and never to increase)

So this price will exist only where the total demand for an item is equal or less than the bpo's production*.

Ceiling price

Imagine demand for an item exceeds maximum bpo production by 1. This demand will result in the market adjusting its price until such time as the price is sufficient for someone to invent one. So the minimum price is now the floor price for invention.

As demand increases it is purely invention and the activity of those inventing that set the max price - the ceiling.


[* the exception being those horridly neglected by developers ships and modules that the game has little time for - limited demand and thus supply give rise to either sales prices significantly below production as a manufacturer attempts to exit or significantly above when a speculator finds it costs very little to corner the entire supply and attempts to resells at a massive profit.

I have often thought Developers would be better spending their time looking at these items and either remove or improving them - Fozzie might be regretting there forlorn existence as people are using little used capital rigs prices to attempt to shoot down his freighter post.]
ElectronHerd Askulf
Aridia Logistical Misdirection
#1105 - 2014-05-19 20:18:03 UTC
CCP Greyscale wrote:
Throwaway Sam Atild wrote:

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.


Interesting, thank you :)



I also support a lumpier landscape giving us a number of trade offs. That is where the fun comes in for me - decisions where the optimum depends on context as well as hard numbers.
Owen Levanth
Sagittarius Unlimited Exploration
#1106 - 2014-05-19 20:26:41 UTC
Hashi Lebwohl wrote:

I have often thought Developers would be better spending their time looking at these items and either remove or improving them - Fozzie might be regretting there forlorn existence as people are using little used capital rigs prices to attempt to shoot down his freighter post.]


Those people must be dumbasses. If the freighter-changes lead to skyrocketing demand, lots of people will start producing them and drive the price down again.

The prices right now, without that demand, are irrelevant to this argument, you can't argue against capital rigs on freighters with "the rigs are too expensive", since that won't be the case anymore after the changes.
Medalyn Isis
Doomheim
#1107 - 2014-05-19 23:17:40 UTC
ElectronHerd Askulf wrote:
CCP Greyscale wrote:
Medalyn Isis wrote:

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.


Interesting, thank you :)



I also support a lumpier landscape giving us a number of trade offs. That is where the fun comes in for me - decisions where the optimum depends on context as well as hard numbers.

Fixed that for you. You put Atild on the quote when in fact that was my post. Glad you agree anyway.
LHA Tarawa
Pator Tech School
Minmatar Republic
#1108 - 2014-05-20 17:43:48 UTC
This may sound naive, but the whole BPO->copy->BPC->invent->T2 BPC seems like this "not good" complexity thing.

IF already planning massive changes to invention, why not BPO->intent->T2 BPC.

Click fest reduced, able to alter copy time and max run without significant impacts to invention,

Ask how many runs they want on their output T2 BPC (up to a max). Scale the time and number of input datacores and such to the runs on the output BPC.

Arvo Laukkanen
University of Caille
Gallente Federation
#1109 - 2014-05-20 17:57:48 UTC  |  Edited by: Arvo Laukkanen
CCP Greyscale wrote:
Aluka 7th wrote:
ShesAForumAlt wrote:
First things first:

CCP Greyscale wrote:

- I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force


Guessing you mean invention time would be twice copy + build? IE Invention = 2*Copy + Build, not Invention = 2*Copy + Invention?


IMHO I think he ment T2 BPC build time = T1 BPO copy time + T1 BPO invention time. T2 take longer to build then T1 version of same thing.


Yes, except 2x copy+invention to roughly account for invention failure rate :)

Also, please can we avoid talking about future changes to T2 BPOs in this thread; if you want to talk about that stuff *somewhere* take it to this blog feedback thread: https://forums.eveonline.com/default.aspx?g=posts&t=340181

This thread is *just* about changing blueprint data, thanks :)

Remove T2 BPOs. Do it.
Tau Cabalander
Retirement Retreat
Working Stiffs
#1110 - 2014-05-20 18:39:53 UTC  |  Edited by: Tau Cabalander
If my math is correct, then the only ones that are the same or improved are ML 3, 5, 6, 7, 8, 10+ and the rest are penalized. I think the rounding method on conversion needs to be changed, ie. ML 1 | ML 4 | ML 9 need to be converted to ME 6% | ME 9% | ME 10%.

ML 00 = 10% / (1 + 00) = 10.00%, becomes ME 00% [base * (1 - 00%) / 0.9 = 11.11% waste]

ML 01 = 10% / (1 + 01) = 05.00%, becomes ME 05% [base * (1 - 05%) / 0.9 = 5.55% waste]

ML 02 = 10% / (1 + 02) = 03.33%, becomes ME 07% [base * (1 - 07%) / 0.9 = 3.33% waste]

ML 03 = 10% / (1 + 03) = 02.50%, becomes ME 08% [base * (1 - 08%) / 0.9 = 2.22% waste]
ML 04 = 10% / (1 + 04) = 02.00%, becomes ME 08%

ML 05 = 10% / (1 + 05) = 01.66%, becomes ME 09% [base * (1 - 09%) / 0.9 = 1.11% waste]
ML 06 = 10% / (1 + 06) = 01.43%, becomes ME 09%
ML 07 = 10% / (1 + 07) = 01.25%, becomes ME 09%
ML 08 = 10% / (1 + 08) = 01.11%, becomes ME 09%
ML 09 = 10% / (1 + 09) = 01.00%, becomes ME 09%

ML 10 = 10% / (1 + 10) = 00.91%, becomes ME 10% [base * (1 - 10%) / 0.9 = 0.00% waste]
ML 11 = 10% / (1 + 11) = 00.83%, becomes ME 10%
ElectronHerd Askulf
Aridia Logistical Misdirection
#1111 - 2014-05-20 20:24:42 UTC
Medalyn Isis wrote:
ElectronHerd Askulf wrote:
CCP Greyscale wrote:
Medalyn Isis wrote:

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.


Interesting, thank you :)



I also support a lumpier landscape giving us a number of trade offs. That is where the fun comes in for me - decisions where the optimum depends on context as well as hard numbers.

Fixed that for you. You put Atild on the quote when in fact that was my post. Glad you agree anyway.


Sorry about that. I quoted Greyscale and missed that he was replying to multiple people.
Gamer4liff
Deep Core Mining Inc.
Caldari State
#1112 - 2014-05-21 00:43:31 UTC
Greyscale, if you're interested, I made a big ol' effortpost on balancing invention and T2 BPOs here:
https://forums.eveonline.com/default.aspx?g=posts&m=4620181#post4620181

TL;DR, BPOs get capped at 1-3 ME levels less than the best possible invention ME level, T2 BPOs become carrots for long-term and diligent inventors, helping them improve their productivity. New, now nerfed, T2 BPOs are distributed through some means to active inventors.

A comprehensive proposal for balancing T2 Production: here

Sigras
Conglomo
#1113 - 2014-05-21 08:16:25 UTC
LHA Tarawa wrote:
This may sound naive, but the whole BPO->copy->BPC->invent->T2 BPC seems like this "not good" complexity thing.

IF already planning massive changes to invention, why not BPO->intent->T2 BPC.

Click fest reduced, able to alter copy time and max run without significant impacts to invention,

Ask how many runs they want on their output T2 BPC (up to a max). Scale the time and number of input datacores and such to the runs on the output BPC.

The issue here is that inventing from copies allows new players to get their feet wet with invention without investing a bunch of isk

Im not sure that this is necessarily a bad thing, but it is a side effect that you may not be taking into account.
Arana Mirelin
Te'Rava Industries
#1114 - 2014-05-21 14:42:18 UTC  |  Edited by: Arana Mirelin
Sigras wrote:
LHA Tarawa wrote:
This may sound naive, but the whole BPO->copy->BPC->invent->T2 BPC seems like this "not good" complexity thing.

IF already planning massive changes to invention, why not BPO->intent->T2 BPC.

Click fest reduced, able to alter copy time and max run without significant impacts to invention,

Ask how many runs they want on their output T2 BPC (up to a max). Scale the time and number of input datacores and such to the runs on the output BPC.

The issue here is that inventing from copies allows new players to get their feet wet with invention without investing a bunch of isk

Im not sure that this is necessarily a bad thing, but it is a side effect that you may not be taking into account.


Depending on what you're inventing, starting from copies doesn't save you much. Most module or ammo BPOs are not that expensive compared to the other process inputs. If you're thinking to start with ships, you'll get soaked badly and probably deserve it.

An example that has served well in the past, but I haven't made in quite a while are t2 medium shield extenders. T1 BPO is about 150k isk. The datacores for one invention run cost more. A couple others I do still regularly produce are about 400k per BPO.

On the ship front, I have a basilisk BPC I invented which has never offered the chance of profit. I keep it as a reminder to take better care in choosing ships to invent.
Annia Aurel
J-CORP
Goonswarm Federation
#1115 - 2014-05-23 05:09:00 UTC
Medalyn Isis wrote:
Sigras wrote:
...

I suggest you move from a 10 level system to a 100 level system. This is very simple and very relate-able, and it also allows you to move research along in increments of 0.1% because in industry 1% is a HUGE FREAKING DEAL. ...

This would allow you to round ME levels to the nearest 0.1%, so
OLD --> New
ME 0 = ME 0
ME 1 = ME 50
ME 4 = ME 80
ME 9 = ME 90
ME 20 = ME 95
ME 100 = ME 99
ME 222 = ME 100

...

Thoughts?

This could work also. I definitely think 10 levels are not enough, 100 levels would be a much better figure.


+1

No, +100
Annia Aurel
J-CORP
Goonswarm Federation
#1116 - 2014-05-23 05:18:12 UTC
And while we are at it, there's a way to make things even simpler:

Both the old system and the proposed system have the scale upside-down
(more ME/PE = better = less waste) and thus require for some calculations
to get from ME to waste (addition and division in the old system,
multiplication and subtraction in the new system).

Why not simply "less = better = less waste" and replace the ME and PE stats
in units of levels by "material waste" and "time waste" stats in units of % directly?

Proposal:
New blueprints start at "waste: 10.0%" (and the description directly says so).
Every level of research reduces that stat by 1% (0.1% imho would be better).
Blueprints which have reached 0.0% waste (after 10 or 100 levels of research) are perfect.

You can still implement any changes as you planned, but the end result would be easier
for new players to understand and less confusing (old ME vs new ME) for veterans.

Thoughts?
Takara Mora
University of Caille
Gallente Federation
#1117 - 2014-05-25 02:17:56 UTC  |  Edited by: Takara Mora
Anathema Device wrote:
Anathema Device wrote:

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.

Given there has been no negative feedback from the people asking for compensation for highly researched BPOs then a variant on this idea is better than the CCP linear ME1 to ME10 conversion. Given different sized ships, modules, rigs and components are researched to different ME levels (probably no ME1024 Titan BPOs) then the scaling could be dependent on other behind the scenes adjustments CCP is making to rebalance module research/copy times. One possibility is:

1% = ME1 for all BPOs
2% = ME2-3 for Ammunition, ME2 for all other BPOs
3% = ME4-7 for Ammo, ME3-4 for Small rigs, ships (e.g. frigates), modules, ME3 for all other BPOs
4% = ME8-15 for Ammo, ME5-8 for Small, ME4-6 medium rigs, ships (e.g. cruisers), etc., ME4 for all other BPOs
5% = ME16-31 Ammo, ME8-15 Small, ME7-10 Medium, ME5-6 Large, ME5 for Capital ships
6% = ME32-63 Ammo, ME16-31 Small, ME11-18 Medium, ME7-10 Large, ME6 Capital Ships
7% = ME64-127 Ammo, ME32-63 Small, ME19-34 Medium, ME11-18 Large, ME7-8 Capital Ships
8% = ME128-255 Ammo, ME64-127 Small, ME35-66 Medium, ME19-34 Large, ME9-12 Capital Ships
9% = ME256-511 Ammo, ME128-255 Small, ME67-130 Medium, ME35-66 Large, ME13-28 Capital Ships
10% = ME512+ Ammo, ME256+ Small, ME131+ Medium, ME67+ Large, ME29+ Capital Ships

This can minimise requests for compensation based on high research levels, will reduce the gift boosting of current BPOs up to 'perfect' BPOs, CCP did not put an upper limit on research under the current rules and people have invested real money via game time and ISK to reach their goals. The current linear translation proposed by CCP does not compensate for the real money that will be taken from one group and effectively gifted to other players who will receive 'perfect' BPOs. CCP's quick and dirty, linear solution for ME/PE/TE translations needs to be revisited.



Except several/many capital ships reach "perfect" (no wasted components) at ME 9 and below ... so now you'd actually be REDUCING the quality of many BPO's .... tough to balance I guess ... BPO Calc is down atm so can't verify which easily sorry, but many.

Edit: BPO Calc is up now:
Orca - ME 6
Nidhoggur - ME 9
Phoenix - ME 8
.... etc.
Quadpush
Doomheim
#1118 - 2014-05-27 18:38:34 UTC
I'm very interested in 'crafting' side of all MMOs I've played in the past. Industry seemed great to me. I amassed capital, bought POS and modules, trained freighter pilots, manufacturers, copiers and inventors, built a huge excel spreadsheet. In the end I'm very disappointed with how tedious industry is.

What I find annoying in industry to the point of quitting this side of the game:

1. You need to log in every 75 minutes to start invention jobs on T2 modules and every 60 minutes for drones. People have lives, you know. But you cannot queue! I hated WoW for forcing you to log in every day to do dailies. But here. Every hour.
2. POS tetris: you have to move items between modules at the POS, oftentimes you have to split them, because not all fit. That is so ridiculous I cannot find a reason for the existence of such a mechanic. All other POS mechanics are so ancient, clumsy and outdated that I don't even want to mention. That's a miracle how they managed to allow us use labs' and assembly arrays' hangars within distance larger than 3500 m! That must have been a revolutionary change.
3. Thousands of blueprints that don't stack and take long time to move between corp hangars or ships, lagging the client.
4. Game does not give you any sort of identification of how many slots your manufacturer/scientist has free except counting running jobs.

I don't care about complexity of industrial calculations or such. I don't care about T2 BPOs.

What really brings me down is:
1. CCP devs don't play their own game.
2. CCP will never fix POSes (they will never rewrite their code because it's not 'documented').
3. Lots of talent is leaving CCP.
4. CCP is shifting its focus from veterans to 'new players'. It means death to the old EVE we all love in the long run. CCP is forgetting its principles in pursuit of money (ship painting is another example).

I've read so many good suggestions here and in other threads. I hope devs listen to their player base because real pilots know what's good for the game.
Niko Lorenzio
United Eve Directorate
#1119 - 2014-05-29 17:58:09 UTC
Quadpush wrote:
I'm very interested in 'crafting' side of all MMOs I've played in the past. Industry seemed great to me. I amassed capital, bought POS and modules, trained freighter pilots, manufacturers, copiers and inventors, built a huge excel spreadsheet. In the end I'm very disappointed with how tedious industry is.

What I find annoying in industry to the point of quitting this side of the game:

1. You need to log in every 75 minutes to start invention jobs on T2 modules and every 60 minutes for drones. People have lives, you know. But you cannot queue! I hated WoW for forcing you to log in every day to do dailies. But here. Every hour.
2. POS tetris: you have to move items between modules at the POS, oftentimes you have to split them, because not all fit. That is so ridiculous I cannot find a reason for the existence of such a mechanic. All other POS mechanics are so ancient, clumsy and outdated that I don't even want to mention. That's a miracle how they managed to allow us use labs' and assembly arrays' hangars within distance larger than 3500 m! That must have been a revolutionary change.
3. Thousands of blueprints that don't stack and take long time to move between corp hangars or ships, lagging the client.
4. Game does not give you any sort of identification of how many slots your manufacturer/scientist has free except counting running jobs.

I don't care about complexity of industrial calculations or such. I don't care about T2 BPOs.

What really brings me down is:
1. CCP devs don't play their own game.
2. CCP will never fix POSes (they will never rewrite their code because it's not 'documented').
3. Lots of talent is leaving CCP.
4. CCP is shifting its focus from veterans to 'new players'. It means death to the old EVE we all love in the long run. CCP is forgetting its principles in pursuit of money (ship painting is another example).

I've read so many good suggestions here and in other threads. I hope devs listen to their player base because real pilots know what's good for the game.


I think overall the coming industry changes will be good. Other than for some major annoying PITAs that will hurt a lot of people the overall update will address many issues. Your pain points #2 and #4 are being addressed.

#2. You wont need to split production into as many Arrays/Labs as the slots on them will be unlimited so you will only need 1. Unfortunately you will still need to shuffle BPOs if you plan on using them in a POS.

#4. With the new UI you will see how many jobs you can install and how many are installed. At least that's what I gathered from viewing the screenshots.

#3. They might improve optimization on the BPOs with the new changes... or they might get worse. We'll have to wait and see.

#1. I still can't believe they didn't fix that. With unlimited slots it should be easy as cake to implement. Queuing jobs for 24h seems like an obvious thing to add.

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

CCP Greyscale
C C P
C C P Alliance
#1120 - 2014-05-29 19:20:49 UTC
Arvo Laukkanen wrote:
CCP Greyscale wrote:
Aluka 7th wrote:
ShesAForumAlt wrote:
First things first:

CCP Greyscale wrote:

- I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force


Guessing you mean invention time would be twice copy + build? IE Invention = 2*Copy + Build, not Invention = 2*Copy + Invention?


IMHO I think he ment T2 BPC build time = T1 BPO copy time + T1 BPO invention time. T2 take longer to build then T1 version of same thing.


Yes, except 2x copy+invention to roughly account for invention failure rate :)

Also, please can we avoid talking about future changes to T2 BPOs in this thread; if you want to talk about that stuff *somewhere* take it to this blog feedback thread: https://forums.eveonline.com/default.aspx?g=posts&t=340181

This thread is *just* about changing blueprint data, thanks :)

Remove T2 BPOs. Do it.


Not for Crius or Kronos, sorry. We don't have the time to evaluate the impact of any possible changes given the other work we have on our plates right now.

Tau Cabalander wrote:
If my math is correct, then the only ones that are the same or improved are ML 3, 5, 6, 7, 8, 10+ and the rest are penalized. I think the rounding method on conversion needs to be changed, ie. ML 1 | ML 4 | ML 9 need to be converted to ME 6% | ME 9% | ME 10%.

ML 00 = 10% / (1 + 00) = 10.00%, becomes ME 00% [base * (1 - 00%) / 0.9 = 11.11% waste]

ML 01 = 10% / (1 + 01) = 05.00%, becomes ME 05% [base * (1 - 05%) / 0.9 = 5.55% waste]

ML 02 = 10% / (1 + 02) = 03.33%, becomes ME 07% [base * (1 - 07%) / 0.9 = 3.33% waste]

ML 03 = 10% / (1 + 03) = 02.50%, becomes ME 08% [base * (1 - 08%) / 0.9 = 2.22% waste]
ML 04 = 10% / (1 + 04) = 02.00%, becomes ME 08%

ML 05 = 10% / (1 + 05) = 01.66%, becomes ME 09% [base * (1 - 09%) / 0.9 = 1.11% waste]
ML 06 = 10% / (1 + 06) = 01.43%, becomes ME 09%
ML 07 = 10% / (1 + 07) = 01.25%, becomes ME 09%
ML 08 = 10% / (1 + 08) = 01.11%, becomes ME 09%
ML 09 = 10% / (1 + 09) = 01.00%, becomes ME 09%

ML 10 = 10% / (1 + 10) = 00.91%, becomes ME 10% [base * (1 - 10%) / 0.9 = 0.00% waste]
ML 11 = 10% / (1 + 11) = 00.83%, becomes ME 10%


I'll try and remember to recheck my math tomorrow.

Gamer4liff wrote:
Greyscale, if you're interested, I made a big ol' effortpost on balancing invention and T2 BPOs here:
https://forums.eveonline.com/default.aspx?g=posts&m=4620181#post4620181

TL;DR, BPOs get capped at 1-3 ME levels less than the best possible invention ME level, T2 BPOs become carrots for long-term and diligent inventors, helping them improve their productivity. New, now nerfed, T2 BPOs are distributed through some means to active inventors.


I'll try and remember to give this a read too.

Annia Aurel wrote:
And while we are at it, there's a way to make things even simpler:

Both the old system and the proposed system have the scale upside-down
(more ME/PE = better = less waste) and thus require for some calculations
to get from ME to waste (addition and division in the old system,
multiplication and subtraction in the new system).

Why not simply "less = better = less waste" and replace the ME and PE stats
in units of levels by "material waste" and "time waste" stats in units of % directly?

Proposal:
New blueprints start at "waste: 10.0%" (and the description directly says so).
Every level of research reduces that stat by 1% (0.1% imho would be better).
Blueprints which have reached 0.0% waste (after 10 or 100 levels of research) are perfect.

You can still implement any changes as you planned, but the end result would be easier
for new players to understand and less confusing (old ME vs new ME) for veterans.

Thoughts?


Once we throw out the concept of "waste", and frame blueprint research as a straight-up improvement, I don't think we need to go down this road. Numbers that are better when they're lower are generally suboptimal in terms of players understanding what's going on (see f.ex THAC0).