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Blueprint data adjustments thread

First post First post
Author
probag Bear
Xiong Offices
#101 - 2014-05-26 01:29:06 UTC
probag Bear wrote:

Rubicon:
Pastebin CSV

Option 1 (BCT = 0.8*BMT && BIT = BMT/2-BCT):
Pastebin CSV

Option 2 (BCT = 0.8*BMT && BIT = BMT/2-BCT && Actual IT = BIT * number of resulting T2 BPC runs²):
Pastebin CSV


Alright, so Throwaway Sam Atild's post made me realize that those CSVs were hilariously wrong. When I saw "Copy time to 80% of build time base", I assumed that meant the raw numbers from the data dump. If instead it means that 1-run copy time will be 80% of 1-run build time, well, things are awfully different.
It also does not help that I made an important typo in the script that generated them.


Greyscale:

Which copy time were you referring when you sad "changing invention times so that build time is generally twice copy+invention"? Raw copy time from the data dump (I assume not), base max-run copy time, base 1-run copy time, or?
TheSmokingHertog
Julia's Interstellar Trade Emperium
#102 - 2014-05-26 04:16:16 UTC  |  Edited by: TheSmokingHertog
Just for your consideration....

I am not an industrial, but marketeer, logistics person, and EVE economist. When you analyse supply chains from a logistics standpoint, you look at it from a "time to market" standpoint with a relation to the price of a product. (Taking a plane, makes stuff expensive, with an ocean steamer, its cheap to move stuff).

In the discussion in this and last threat, I miss this perspective when talking about production times that are created when changes hit TQ. For market prices - cq, margins - are not made on the perfect equilibrium of EVE statistics, but the absence of a decent equilibrium. When speculating on the market, you make a bet on a future equilibrium and you eventually hedge the risk by setting up buy orders. That way you can step out of the market, the moment your bet falls trough.

Within EVE I have the feeling that the "time to market" is not monitored or known by most industrialists (have not seen in blogs and the like, just for titans its known). The discussion about play time and availability of facilitating circumstances (stations, materials, etc) and result of that industrial task will be determent by market waves that happen for the products on the line (and in EVE, it even counts for sub-parts of the products in production, all the way to minerals) . When changing the industry system by messing with math behind the industry way of live in EVE. I think a consideration about the "time to market" influence of the changes would be good too.

If the "time to market" will be extended or shortened on certain products, that will have very heavy results in bets and hedges placed on the market. This type market PVP is not pursued by a lot of players, but as we have seen by OTECH, it is happening,

The bigger industrialists in here could I think give a good point of view on how changes proposed here would work out in this part of the PVP arena.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Sturmwolke
#103 - 2014-05-26 16:50:00 UTC
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

Are the T1 mods/ships needed for production stock accounted for the above?
If not, it suggests a manufacturing bottleneck for pretty much all the vertical integration scenarios (assuming a standardized BPO framework), especially for the higher ranked items.

P.S Didn't read whole thread. Ignore the above if it's been mentioned.
CCP Greyscale
C C P
C C P Alliance
#104 - 2014-05-26 17:24:25 UTC
probag Bear wrote:
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


To give you some data, I whipped up a quick script to go through every inventable item and find out what the limiting factor is.

Method:
Iterate through every inventable item and use current prices¹ to determine optimal T1 BPC runs, optimal decryptors, and optimal meta item usage, for maximum isk/hr.
Optimal T1 BPCs for invention are actually always either max-run or min-run. I don't believe there's any exceptions to that, but my script tried to find them anyway.

Assumptions:

  • IVs for all datacore and encryption skills.
  • Current decryptor attributes (which will change, I gather).
  • A 1:1 science to manufacturing slot ratio. As in, a person that has a couple of characters with 10 MSlots and 10 SSlots each, rather than 8 characters with 10 MSlots and 4 characters with 10 SSlots. I feel this is the most common configuration among industrialists. Changing the slot ratio messes with the entire calculation.
  • A world in which our hypothetical industrialist never leaves any slots unused. Or at least a world in which he wastes equal times on both MSlots and SSlots. Your proposal to "put in 24 hours' worth of invention in one go" would bring reality closer to this model.
  • The time multiplier for the revamped POS modules is used: Design labs for copying and invention, and Assembly Arrays for manufacturing.


Abbreviations used:

  • MT = Manufacture time
  • IT = Invention time
  • CT = Copy time
  • B* = Base * (e.g: BCT = base copy time, from the raws)

Edit: Forgot to clarify. Under the modifier column, mX means you use the optional lower-meta ingredient with meta level X, and dX means you use decryptor X from the zero-starting list [none, Augmentation, Optimized Augmentation, Symmetry, Process, Accelerant, Parity, Attainment, Optimized Attainment]. For example, d0m0 means no decryptor and no meta item, while d3m3 would mean Symmetry and a meta 3 item.

Rubicon:
Pastebin CSV

Option 1 (BCT = 0.8*BMT && BIT = BMT/2-BCT):
Pastebin CSV

Option 2 (BCT = 0.8*BMT && BIT = BMT/2-BCT && Actual IT = BIT * number of resulting T2 BPC runs²):
Pastebin CSV


And yeah, there's a handful of modules where that proposed invention time would actually end up being negative. Could quickly be fixed though.


¹ Eve-Central reported prices from around the time Eve went down for Americans (20:00?). Been waiting to post this since then.
buy-percentile used for raw material prices, sell-percentile used for finished product prices.

² Example: say the time needed to invent a 1-run Damnation is 8hr. The time needed to invent a 2-run Damnation (Accelerant decryptor) would be 16hr. You briefly asked about this somewhere in the other thread.


My personal opinion:
Medalyn Isis wrote:
As many others have also highlighted, each BP is limited by a different aspect of the production chain. If you do decide to amalgamate everything to have exactly the same ratios and have every BP limited by manufacturing slots, then you will turn the current bumpy landscape into a flat desert. [snip]

probag Bear wrote:
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.


Aright, FINALLY followed up on this :) It pretty much aligns with the assumptions I've been making: ships are generally bottlenecked on research, other stuff mainly on build (although I didn't know about rigs being so all over the place :P)

Thanks for the data, I'll be referring back to it regularly :)

[quote=Sabriz Adoudel]Firstly, these proposed changes will drastically change the decryptor market. By closing the gap in production cost between 'good' ME results and 'bad' ME results, throughput (invention probability x modified max runs) will become the only important statistic on most decryptors. Currently, the difference between build price on a no decryptor invented BPC and a Process decryptor BPC is 25%; after these changes it will be 3-6% depending upon how you do it. Factor in invention chance, and the Process decryptor will only just be worth using on Marauders after this change, whereas presently it is used on HACs and anything larger.

Personal interest statement on this feedback: given that I am sitting on hundreds, maybe thousands of Symmetry decryptors (and low double figures of the much more expensive and soon to be nearly worthless Process decryptors), I can live with this :). Doesn't mean I think it's a good change, but it will definitely make me billions.


Secondly, there are four things that can be limiting with the present tech 2 production system - player tolerance for clicks, copy slot time, invention slot time and production time. The second and third overlap as they Examples of each:

- Warrior II is limited by click tolerance
- Most battleship modules are limited by copy slot time; in addition, for most inventors that do not have access to a POS, this becomes limiting for many more things.
- Rigs and ships are limited by invention slot time
- Ammo is limited by production time
- In addition, all sorts of production may be limited by available capital (for example, I cannot run nine Marauder builds at once).

I would recommend you continue this system. The less knowledgeable inventor will continue mass inventing one or two items they are familiar with and will just accept that they always have (for example) too many production lines; the more knowledgeable will game...
CCP Greyscale
C C P
C C P Alliance
#105 - 2014-05-26 17:28:00 UTC
Annia Aurel wrote:
This is a proposal to get rid of "efficiency" stats entirely (ME, PE)
and use "waste" stats instead ("material waste", "time waste").
Because waste is what actually matters. Stop using a proxy.

Situation:
(both currently and after your planned changes)

The game shows "efficiency" stats (ME, PE).
The actual waste stats are not shown.
The scale is upside down: more levels = less waste.

Complication:

Some calculations are required to get from ME and PE to waste.
In the old system, an addition, a division and a multiplication were required.
In the new system, it is simpler, but you still have to calculate "waste % = 10% - ME * 1%".

Resolution:

Replace ME and PE efficiency stats (in units of levels) entirely by "material waste"
and "time waste" stats (conveniently displayed in units of % already).

New blueprints start at "waste level: 10%" (and the description directly says so).
Every level of research reduces that stat by 1%. Blueprints which have reached
0% waste (after 10 levels of research) are perfect. Description now reads:
"waste level: 0%". Simple, aint it? And the scale is straight: less % = less waste.

Internally, you can use 10 integer levels of course, only need to output a "%" on the screen.

You can use this opportunity to remove some "bad" complexity from the game.
You can still implement any changes as planned, but the end result would be easier
for new players to understand and less confusing (old ME vs new ME) for veterans.

Thoughts?


We're currently of the opinion that we can hit a similar complexity target by eliminating mechanical waste and just using TE and ME as a straight percentage reduction off the base. Not having to think of "waste" as a concept is a win, I think.

MailDeadDrop wrote:
CCP Ytterbium wrote:
probag Bear wrote:
And while we're pointing out inconsistencies in blueprints stats:

All T2 non-armor rigs have the following manufacture requirements:

  • Small rigs - Level 1 of parent rigging skill
  • Medium rigs - Level 1 of parent rigging skill
  • Large rigs - Level 1 of parent rigging skill
  • Capital rigs - Level 4 of parent rigging skill

T2 armor rigs are the only ones that follow a different pattern of manufacture requirements:

  • Small rigs - Level 1 of parent rigging skill
  • Medium rigs - Level 2 of parent rigging skill
  • Large rigs - Level 3 of parent rigging skill
  • Capital rigs - Level 4 of parent rigging skill


Skills are a different problem that'll be tackled at a later date.

I understand your desire to push skill changes off, but these are skills for *industry* (not usage/fitting) that are obviously wrong. Since Crius is all about overhauling industry, shouldn't correcting obvious *industry* skill problems be on the table? I believe you are already mucking about with skill effects as they apply to refining. That seems inconsistent.

MDD


Larger invention changes are on our to-do list, which is why we don't want to adjust invention skills now :)

Highfield wrote:
CCP Greyscale wrote:

Highfield wrote:
I might be totally in the wrong neighbourhood, but how do (advanced) capital component blueprints tie in to this all?


Not sure yet. Hopefully they'll "just work". Do you have any specific concerns you'd like us to keep in mind when validating them?


Well, they don't have a specific size assigned yet but they aren't a module nor do they draw power. How will they be "scaled" post-patch? Same goes for max runs on copies; any clues yet to this number? This is somewhat important because it ties into the starbase changes for component assembly arrays. I would hate us to get in a situation like with the current equipment assembly array not being able to hold the minerals for 18 capital guns (6 lines x 3 run bpc). It's avoidable :)


I'm faking a rank for everything as I go. data should be ready this week!

Komi Toran wrote:
I just want to go back to the research times. CCP Greyscale, I notice that you're using Shoogie's fallback rank of 600 for the titan he got based on the Hyasyoda lab instead of his original 480. Is your reasoning for this the same as Shoogie's? Because upon a re-read of the "building a better worlds" dev-blog, I noticed this:
Quote:
We are aware of the significance of this change and do not expect very expensive blueprints (Battleship and above) to be risked in such a manner, but we do feel it to be a good trade-off for smaller blueprints.

If you are factoring in the Hyasyoda lab bonus, aren't you implicitly expecting those very expensive blueprints to be risked in just such a manner?

Also, I've read the discussion but may have missed it, but do BPOs going from 9 to 10 have to be researched continuously, or can we break that up into multiple sessions of week long jobs over the course of however many months or years it takes?


I'm using 200/400/600 for capitals because it's 10x the values for subcaps and it puts us in the right ballpark. I'm not particularly concerned by the Hyasyoda lab either way tbh :)

[quote=Throwaway Sam Atild][quote=CCP Greyscale]

- We do have our fingers in the industry code right now, so small changes to eg formulas are on the table if we can justify them; larger sweeping changes are *not* on the table
- We are erring on the side of maintaining the current balance for things that are not on our list of goals (below), but we are happy with any reasonable balance disruptions in pursuit of those goals
- We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way

Specific goals we are currently pursuing:
- We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase...
CCP Greyscale
C C P
C C P Alliance
#106 - 2014-05-26 17:28:35 UTC
Sturmwolke wrote:
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

Are the T1 mods/ships needed for production stock accounted for the above?
If not, it suggests a manufacturing bottleneck for pretty much all the vertical integration scenarios (assuming a standardized BPO framework), especially for the higher ranked items.

P.S Didn't read whole thread. Ignore the above if it's been mentioned.


Good point.
Valterra Craven
#107 - 2014-05-26 17:45:49 UTC
Greyscale, I'm not sure this is the right thread to ask this question, but I'm not sure of the activity/monitoring of the others.

Basically I'm wondering why the fee structure to install jobs is based off the market price of an item instead of the build cost of an item. In other words, wouldn't it be simpler to base the build fee based off the base build cost of the item?

In other words, figure out the base build cost of the item based on current market prices for the inputs that are required.

Aka amount of trit times 5.5isk or whatever it is at the time, etc. and once you do all the math to get a base build cost in terms of isk, use that to determine how much the install job would be. While I understand you guys want the build costs to be high for the push pull mechanic, I'm still really concerned about the grave affects these new prices are going to have on the already rampant inflation we face today.

I know you've stated that you aren't really worried about infinite feedback loops in terms of item price affecting build price, but I don't know that you guys have really done a great job of explaining why you aren't worried about it.

I would think my idea would be less prone to market manipulation just based off the sheer volume of the goods involved in mineral/ comp trade. I would also think it would be less prone to an items price being artificially high due to speculation from future/possible changes due to patches. (AKA Ishtar receiving that buff in the t2 rebalance and then their price skyrocketing). I know that prices don't stay high for what some people would say is long term (aka past 6 month) period, but I would think that these price spikes would last sufficiently long to affect the build fee calculations in rather negative way. But on the other hand if you base it on the build cost of the comps, while these are still subject to price spikes, they tend to last far shorter than the item you are creating does. (Look at how short the trit spike lasted after that major cap battle)
TheSmokingHertog
Julia's Interstellar Trade Emperium
#108 - 2014-05-26 18:10:07 UTC  |  Edited by: TheSmokingHertog
CCP Greyscale wrote:

TheSmokingHertog wrote:
Just for your consideration....

I am not an industrial, but marketeer, logistics person, and EVE economist. When you analyse supply chains from a logistics standpoint, you look at it from a "time to market" standpoint with a relation to the price of a product. (Taking a plane, makes stuff expensive, with an ocean steamer, its cheap to move stuff).

In the discussion in this and last threat, I miss this perspective when talking about production times that are created when changes hit TQ. For market prices - cq, margins - are not made on the perfect equilibrium of EVE statistics, but the absence of a decent equilibrium. When speculating on the market, you make a bet on a future equilibrium and you eventually hedge the risk by setting up buy orders. That way you can step out of the market, the moment your bet falls trough.

Within EVE I have the feeling that the "time to market" is not monitored or known by most industrialists (have not seen in blogs and the like, just for titans its known). The discussion about play time and availability of facilitating circumstances (stations, materials, etc) and result of that industrial task will be determent by market waves that happen for the products on the line (and in EVE, it even counts for sub-parts of the products in production, all the way to minerals) . When changing the industry system by messing with math behind the industry way of live in EVE. I think a consideration about the "time to market" influence of the changes would be good too.

If the "time to market" will be extended or shortened on certain products, that will have very heavy results in bets and hedges placed on the market. This type market PVP is not pursued by a lot of players, but as we have seen by OTECH, it is happening,

The bigger industrialists in here could I think give a good point of view on how changes proposed here would work out in this part of the PVP arena.


This is interesting and definitely worth thinking about. My gut feeling is that longer TTM is better as it gives more time to exploit imbalances before the market catches up. Thoughts?


A longer TTM equals a longer production cycle (not necessary a longer build time). When people specialize in a product, and that product has a long TTM, then the person in question has to take a risk, invest, and can profit. The way of EVE.

About the exploiting of imbalances; The shorter the time to market, the less risk that industrial takes. This can be seen in making tech I production for example. Betting in market with a such a low standard deviation is low risk.

The question remains however, would CCP have to consider which products should have a risk from the ISK perspective. Titans have this risk due to the last building stage being vulnerable. Some products have very special items needed in the build-cycle. Maybe its good to think about the broader implications if products in the EVE catalog were managed with the TTM in mind. Then the balance of risk from TTM would be looked upon with market 'exploit imbalance' times* in mind.

* cq, the risks and rewards, with your terms ... was mentioning 'speculation times'

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Aryth
University of Caille
Gallente Federation
#109 - 2014-05-26 18:38:05 UTC
CCP Greyscale wrote:


This is interesting and definitely worth thinking about. My gut feeling is that longer TTM is better as it gives more time to exploit imbalances before the market catches up. Thoughts?


It is better yes. There is a lot of gameplay occurring there already that just isn't public. Allows a nice back and forth in the supply chains and everyone wins.

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

Seith Kali
Caldari Provisions
Caldari State
#110 - 2014-05-26 19:19:34 UTC
CCP Greyscale wrote:

This is interesting and definitely worth thinking about. My gut feeling is that longer TTM is better as it gives more time to exploit imbalances before the market catches up. Thoughts?


Honestly, this kind of gameplay is the only reason I have any interest in Eve whatsoever. I can't speak for anyone else obviously but having a market complex enough to manipulate and exploit is one of the main things that makes Eve special.

Those of us inclined to play this way are naturally fairly silent about it, but there are a few of us and we really, really appreciate all the cool systems that allow us to part the less savvy of their hard earned. Good complexity :bravo:

Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege. 

probag Bear
Xiong Offices
#111 - 2014-05-26 20:33:34 UTC
CCP Greyscale wrote:
Aright, FINALLY followed up on this :) It pretty much aligns with the assumptions I've been making: ships are generally bottlenecked on research, other stuff mainly on build (although I didn't know about rigs being so all over the place :P)

Thanks for the data, I'll be referring back to it regularly :)


There was a nasty typo in the copy-time part of that.

This is the fixed version (of the Rubicon one), and should be accurate. The copy column is the main change, and though it's fairly significant in some parts, I'm not sure how much it matters since you're changing copy times anyway.
Other small changes are a result of prices moving around. T2 med trims for example are optimally built with Symmetry now, like they are 90% of the time. On the day I generated the previous CSV, they just happened to be optimally built with Process, so their ratios look very different.

This is the same thing, only with copy times adjusted so that the base time for a 1-run copy is 80% of 1-run manufacturing time, across the board. And, well, the people clamoring in this thread seem to have been right. Just that one change makes the limiting factor for ~30% of all inventables be copy-time. T2 drones turn especially ugly. Though I'm sure you've already realized that yourself:

CCP Greyscale wrote:
...yeah, all my math is wrong. Goddamnit. I'll get back to you :P
probag Bear
Xiong Offices
#112 - 2014-05-26 21:36:13 UTC
Here's a wild suggestion.


  • You want to standardize and simplify things by setting base 1-run copy time equal to 0.8 * base 1-run manufacturing time across the board. This ruins invention for many things.
  • You want to raise the max copy runs of blueprints across the board, to go along with the new philosophy of "manufacture off BPCs, not BPOs". This ruins invention for many things.
  • You don't want to ruin invention, and don't seem to care awfully much about stepping on T2 BPOs' toes.


Change the invention runs formula from the current, complicated
Quote:
MIN(MAX(ROUND_DOWN( (Input_T1_BPC_Runs / T1_Max_Runs_Per_Blueprint_Copy) * (T2_Max_Runs_Per_Blueprint_Copy / 10) + Decryptor_Runs_Bonus), 1), T2_Max_Runs_Per_Blueprint_Copy)

to
Quote:
T2_Max_Runs_Per_Blueprint_Copy + Decryptor_Runs_Bonus

and simultaneously change the max runs per blueprint copy of all T2 BPOs to 10 / 1.


  • This lets you play with T1 copy time almost as much as you want without stepping on invention's toes.
  • This lets you raise the max copy runs of T1 blueprints however much you want without affecting invention as well.
  • This simplifies invention's learning curve from "max-run copy these items, but only 1-run copy these other ones" to "copy everything just the same".
  • This means T2 BPOs have to have their copy jobs babysat regularly if their owners want to safely manufacture at a POS, as opposed to in a station. Coincidentally, I own no T2 BPOs.
David Laurentson
Laurentson INC
#113 - 2014-05-26 21:58:40 UTC
CCP Greyscale wrote:
This is interesting and definitely worth thinking about. My gut feeling is that longer TTM is better as it gives more time to exploit imbalances before the market catches up. Thoughts?


The obvious flipside to this is that as the average TTM increases, industry requires more slots/teams/etc, then blueprints, ISK and minerals spend longer tied up and not Doing Things. While high TTMs no doubt provide interesting industrial PvP, they can slow the economy as a whole down.

If you're looking at, say, T1 ships and increase the TTM, then you're cutting the rate of supply of T1 ships (as they'll take longer to build and free up the build slot/BPO, as well as taking longer to provide the industrialist with profits). That's going to push prices up for those items, potentially changing the value of the materials they need to make.

I'd suggest checking with your economists, as there are no doubt some things this shouldn't be done to (anything you want to be considered 'entry level' industry products, for instance), or TTM increases that are safe/unsafe, but in principle it's an idea I support.
Numerius Valerius
Sons of Olsagard
#114 - 2014-05-27 00:24:29 UTC
CCP Greyscale wrote:

This is interesting and definitely worth thinking about. My gut feeling is that longer TTM is better as it gives more time to exploit imbalances before the market catches up. Thoughts?


Manufacturers exist to plug these imbalances, its not something that gameplay mechanics can effectively influence.

In practice these imbalances in supply and demand will lead to the non-casual manufacturers retaining bigger stockpiles/deeper pipelines.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#115 - 2014-05-27 14:38:21 UTC  |  Edited by: Gizznitt Malikite
I ran a bunch of numbers on the profitability of Copying and Inventing at a POS array as well as MFG at a POS array.

These arrays give a 2% reduction in material usage as well as a time efficiency bonus. When examining modules, small modules are basically NEVER profitable to copy, invent, and/or build at a POS because the value of the module is soo low that your material reduction cost savings never exceeds the POS's operational fuel costs unless you have 50 characters working with a small POS.

Large modules are generally alright with current copy, invention, and manufacturing times, often requiring only a couple people to cover the costs of a Small POS, and less than 10 to cover the operational expenses of a Large POS.

Ships are also alright, while T2 ammo is in desperate need of help.

Since module size is often indicative of module value (although many exceptions exist), it would probably be a good idea to make adjust copy, invention, and manufacturing times to scale with module size, and to then perhaps even improve the benefits of POS S&I Modules to ensure that there exists a fiscally sound reason to put your assets at risk at a POS!!!
Salpad
Carebears with Attitude
#116 - 2014-05-27 16:07:17 UTC
CCP Greyscale wrote:

I'm currently looking at boosting all non-inventable items to have at least 48h of build time, which seemed at least somewhat reasonable.


Sure, that's a good initial change. Implement that, then later you can look into whether it's a bit too much or a bit too little. But it's a good starting principle.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#117 - 2014-05-27 16:21:41 UTC
Gizznitt Malikite wrote:
I ran a bunch of numbers on the profitability of Copying and Inventing at a POS array as well as MFG at a POS array.

These arrays give a 2% reduction in material usage as well as a time efficiency bonus. When examining modules, small modules are basically NEVER profitable to copy, invent, and/or build at a POS because the value of the module is soo low that your material reduction cost savings never exceeds the POS's operational fuel costs unless you have 50 characters working with a small POS.

Large modules are generally alright with current copy, invention, and manufacturing times, often requiring only a couple people to cover the costs of a Small POS, and less than 10 to cover the operational expenses of a Large POS.

Ships are also alright, while T2 ammo is in desperate need of help.

Since module size is often indicative of module value (although many exceptions exist), it would probably be a good idea to make adjust copy, invention, and manufacturing times to scale with module size, and to then perhaps even improve the benefits of POS S&I Modules to ensure that there exists a fiscally sound reason to put your assets at risk at a POS!!!



The time efficiency bonus, on the other hand, can be very useful.

Dropping a 25 hour build to a 21 hour build means you can have one run per day. Rather than one per 2 days.

For example. (and the invention reduction from 2 hours, to 1 hour, pretty much doubles your invention throughput.)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Gizznitt Malikite
Agony Unleashed
Agony Empire
#118 - 2014-05-27 17:22:54 UTC  |  Edited by: Gizznitt Malikite
Steve Ronuken wrote:
Gizznitt Malikite wrote:
I ran a bunch of numbers on the profitability of Copying and Inventing at a POS array as well as MFG at a POS array.

These arrays give a 2% reduction in material usage as well as a time efficiency bonus. When examining modules, small modules are basically NEVER profitable to copy, invent, and/or build at a POS because the value of the module is soo low that your material reduction cost savings never exceeds the POS's operational fuel costs unless you have 50 characters working with a small POS.

Large modules are generally alright with current copy, invention, and manufacturing times, often requiring only a couple people to cover the costs of a Small POS, and less than 10 to cover the operational expenses of a Large POS.

Ships are also alright, while T2 ammo is in desperate need of help.

Since module size is often indicative of module value (although many exceptions exist), it would probably be a good idea to make adjust copy, invention, and manufacturing times to scale with module size, and to then perhaps even improve the benefits of POS S&I Modules to ensure that there exists a fiscally sound reason to put your assets at risk at a POS!!!



The time efficiency bonus, on the other hand, can be very useful.

Dropping a 25 hour build to a 21 hour build means you can have one run per day. Rather than one per 2 days.

For example. (and the invention reduction from 2 hours, to 1 hour, pretty much doubles your invention throughput.)



As pointed out to me in the F&I starbase tweaks thread, my calculations were missing a key component.
I ONLY used the improvements to production costs to justify the POS operational costs. However, the increased production rates also result in increased revenue. The increase to revenue alone is often enough to cover POS operational costs.

In layman's terms, because I'm not a business man.
If, in a station, I could produce 50 modules per hour at 10k each, I assumed a POS must allow me to produce 65 modules per hour at a 10k production cost to cover the 150k in Fuel costs.
(i.e. 50 * 10k + 150k = 65 * 10k )

However, this neglects that I sell those modules at 30k isk each. The increase to production rate improves the net profits I'm earning. So, at the 30k price point, I need only produce 55 modules per hour to cover the 150k in Fuel costs.
(i.e. 50 * 30k + 150k = 55 * 30k )

It's a very different outlook from how I've historically approached manufacturing. I generally calculate the base cost to produce an item based on its components. This calculation included a rate per POS line to include the POS Operational cost within the item's base cost. Then I'd use Jita prices to determine profit per item and profit per hour. I'm not sure how, or if, I should include how improved production rates alter revenue rates in the worksheets.
CCP Greyscale
C C P
C C P Alliance
#119 - 2014-05-27 17:39:24 UTC
Thanks for all the TTM comments :)

- It does mean that certain resources may end up tied up for longer, particularly if we artificially stretch it out further with current inputs (which we're not planning to do right now)
- We have messed around with the idea of optional additions to the industry process oriented very much towards this sort of thinking, which would extend TTM but potentially give strong advantages to early movers. Hopefully we'll be able to talk about this more in the coming months!


probag Bear wrote:
Here's a wild suggestion.


  • You want to standardize and simplify things by setting base 1-run copy time equal to 0.8 * base 1-run manufacturing time across the board. This ruins invention for many things.
  • You want to raise the max copy runs of blueprints across the board, to go along with the new philosophy of "manufacture off BPCs, not BPOs". This ruins invention for many things.
  • You don't want to ruin invention, and don't seem to care awfully much about stepping on T2 BPOs' toes.


Change the invention runs formula from the current, complicated
Quote:
MIN(MAX(ROUND_DOWN( (Input_T1_BPC_Runs / T1_Max_Runs_Per_Blueprint_Copy) * (T2_Max_Runs_Per_Blueprint_Copy / 10) + Decryptor_Runs_Bonus), 1), T2_Max_Runs_Per_Blueprint_Copy)

to
Quote:
T2_Max_Runs_Per_Blueprint_Copy + Decryptor_Runs_Bonus

and simultaneously change the max runs per blueprint copy of all T2 BPOs to 10 / 1.


  • This lets you play with T1 copy time almost as much as you want without stepping on invention's toes.
  • This lets you raise the max copy runs of T1 blueprints however much you want without affecting invention as well.
  • This simplifies invention's learning curve from "max-run copy these items, but only 1-run copy these other ones" to "copy everything just the same".
  • This means T2 BPOs have to have their copy jobs babysat regularly if their owners want to safely manufacture at a POS, as opposed to in a station. Coincidentally, I own no T2 BPOs.


This ends up being a) very straightforward and in fact b) also what's currently sitting in the Crius codebase awaiting a second pass to implement the "full" math, so this change actually means *less* work than planned :) I'm pretty much lifting this wholesale, with the one modification that we're currently planning to simply decrement your BPC by one run each time you do an invention job on it, so there's no "wasted" BPC runs being consumed.

This does put us closer to being able to do multiple invention rounds at once, but a) we don't want to schedule this for Crius as it's a nice-to-have that increases the risk and we don't want to take that sort of work on at this point, and b) more importantly, requiring only a single run per invention job means that, in order to match copy+invention to build time, we have to jack invention lengths up considerably (shortest is now on the order of 8 hours), so the spam-clicking is lessened anyway. We're still thinking through the consequences of this - by moving the weight of the work from copying to invention, it requires a higher ratio of invention-skilled characters if you're doing multiple-characters-per-final-item invention chains - but on the surface this solves several problems at once.

Hopefully I'll be able to post up some data tomorrow!
Gilbaron
The Scope
Gallente Federation
#120 - 2014-05-27 18:08:23 UTC
Quote:
by moving the weight of the work from copying to invention, it requires a higher ratio of invention-skilled characters


now that's gonna shake up a lot of things Shocked i like that thinking Big smile