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Blueprint data adjustments thread

First post First post
Author
Loraine Gess
Confedeferate Union of Tax Legalists
#341 - 2014-06-07 02:27:20 UTC
Mashimara wrote:
Steve Ronuken wrote:
Ryshca wrote:
Will you do anything to keep the status quo for t2 BPOs to Invention BPCs?
All your 'ideas' seems to target to make t2 BPOs worthless.


Quote:
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




And they're hardly worthless. The gap is narrowed, but not removed. you still don't have to do any invention on them. You can do longer runs on them (saving more on build costs), and not losing any time to 'I'm not at the keyboard right now'.

CCP have stated (in this thread, iirc) that they consider T2 BPOs an issue. One they don't have a solution for right now, but something they're going to be revisiting.


This might not be the place for this BUT. I had a thought. Change manufacturing to REQUIRE a BPC to run a job on. Then simply make the time to copy a T2 BPO 3 times as long as a T1 BPO. This will level the time costs and make those T2 BPO owners happy that their BPO is still in their cargo !



Brilliant! Let's not fix invention - Let's bring everything else down its level! CLICKFESTS FOR EVERYONE!

Gilbaron
The Scope
Gallente Federation
#342 - 2014-06-07 02:40:17 UTC  |  Edited by: Gilbaron
unrelated thing:

can someone share a google doc with me where the import does not kill the float ranks ? for whatever strange reason i can only get the float values for the max research column, but not for the ranks column :(

just make it public and send me the link via PN <3
Gilbaron
The Scope
Gallente Federation
#343 - 2014-06-07 02:50:57 UTC
Quote:
This might not be the place for this BUT. I had a thought. Change manufacturing to REQUIRE a BPC to run a job on. Then simply make the time to copy a T2 BPO 3 times as long as a T1 BPO. This will level the time costs and make those T2 BPO owners happy that their BPO is still in their cargo !


how about no ?

SMA killmails were great, i can't wait for lab/array killmails with BPOs in them. expensive BPOs. i just hope that CCP is gonna find a way to make it happen :)
Dearthair
Goibhniu Industries
#344 - 2014-06-07 03:00:04 UTC
Hmm..if ever a T2 BPO shows up on a POS KM that's going to be epic...

NBLID (Not Blue Let It Die), the new motto for miners, manufacturers, and retailers everywhere.

Throwaway Sam Atild
Republic Military School
Minmatar Republic
#345 - 2014-06-07 03:55:02 UTC  |  Edited by: Throwaway Sam Atild
I took some time to really go through version 4 of the table, and re-read some of the older posts. I have to say I'm not coming away with a very positive feeling with how this is all going to go down for the not high-level T2 producer. There's been some positive stuff, I think, with the emphasis on the copy times, but I'm not sure what the goal of these changes are anymore.

The Major Issue

Closing up the flood-gates during a rain storm. We're in for a storm of people interested in production, and probably T2 production. I think this should be expected when you do a release focused on industry. Additionally we're removing the standings barrier to POS, so every single 5 man corporation out there is going to get a POS to pump up their advertisement on the corp forums. Should even a fraction of these folks decide to try to put random items into the POS to see what it spits out, they're going to be adding labor to the pool. Odds are their first project won't be a jump freighter, it will be a module.

Since we're taking the time to apply a "scramble function" to blueprint data anyway, why not increase the end to end build or TTM instead of decrease it? As it stands it's baffling the amount of other pilots I can personally supply with modules with my characters anyway. With the changes, presuming I don't get bored of clicking, I'll be able to build between 100-600x T2 modules a day! Per character! And when we finally get the ability to chain the jobs together it will get even worse.

So why are we even doing this?

I think its possible I might have lost sight of what somebody must have written on a white-board with a circle around it 6-18 months ago.

Industry is changing, certainly, but to what ultimate goal? Improvement is a pretty abstract term. And if that's all there is, then I'm not sure I see exactly how we're improving it. I think the UI team is doing a bang up job of making the interface more pleasant (though I'll still be doing a bunch of clicking), and I'm pretty sure we're going to be spreading out indy (though I'm not sure why bunched up indy was decided to be bad).

I think maybe what we're talking about in this thread would make more sense to me if someone could explain to me (perhaps as if I were 5) the big picture, and how what we're doing here in this thread is contributing to that vision. Right now it all feels very ad-hoc and improvised for a release just a few weeks out.
mynnna
State War Academy
Caldari State
#346 - 2014-06-07 04:46:57 UTC
Throwaway Sam Atild wrote:
I took some time to really go through version 4 of the table, and re-read some of the older posts. I have to say I'm not coming away with a very positive feeling with how this is all going to go down for the not high-level T2 producer. There's been some positive stuff, I think, with the emphasis on the copy times, but I'm not sure what the goal of these changes are anymore.

The Major Issue

Closing up the flood-gates during a rain storm. We're in for a storm of people interested in production, and probably T2 production. I think this should be expected when you do a release focused on industry. Additionally we're removing the standings barrier to POS, so every single 5 man corporation out there is going to get a POS to pump up their advertisement on the corp forums. Should even a fraction of these folks decide to try to put random items into the POS to see what it spits out, they're going to be adding labor to the pool. Odds are their first project won't be a jump freighter, it will be a module.

Since we're taking the time to apply a "scramble function" to blueprint data anyway, why not increase the end to end build or TTM instead of decrease it? As it stands it's baffling the amount of other pilots I can personally supply with modules with my characters anyway. With the changes, presuming I don't get bored of clicking, I'll be able to build between 100-600x T2 modules a day! Per character! And when we finally get the ability to chain the jobs together it will get even worse.

So why are we even doing this?

I think its possible I might have lost sight of what somebody must have written on a white-board with a circle around it 6-18 months ago.

Industry is changing, certainly, but to what ultimate goal? Improvement is a pretty abstract term. And if that's all there is, then I'm not sure I see exactly how we're improving it. I think the UI team is doing a bang up job of making the interface more pleasant (though I'll still be doing a bunch of clicking), and I'm pretty sure we're going to be spreading out indy (though I'm not sure why bunched up indy was decided to be bad).

I think maybe what we're talking about in this thread would make more sense to me if someone could explain to me (perhaps as if I were 5) the big picture, and how what we're doing here in this thread is contributing to that vision. Right now it all feels very ad-hoc and improvised for a release just a few weeks out.



Explain it like you're five. Right, let's see. "If copy times are lower than build times, smart people have extra ways they can do better!" And then invention and build time changes. "If copy is faster, invention and build can be bigger so you get the same amount of things but with less clicks. Clicking isn't fun!" And then the ME changes for invention. "It's so when the extra materials are turned into normal materials, they don't get even bigger."


Make sense?

Member of the Goonswarm Economic Warfare Cabal

Throwaway Sam Atild
Republic Military School
Minmatar Republic
#347 - 2014-06-07 05:47:23 UTC  |  Edited by: Throwaway Sam Atild
Posting error
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#348 - 2014-06-07 05:48:38 UTC
mynnna wrote:



Explain it like you're five. Right, let's see. "If copy times are lower than build times, smart people have extra ways they can do better!" And then invention and build time changes. "If copy is faster, invention and build can be bigger so you get the same amount of things but with less clicks. Clicking isn't fun!" And then the ME changes for invention. "It's so when the extra materials are turned into normal materials, they don't get even bigger."


Make sense?


Your explanation makes sense, but it doesn't answer my question. It explains specific patches for problems created by the big picture.

The ME change you describe is an excellent example of a targeted fix, though you don't complete the thought. We had extra materials which were messing things up, so we removed them, and then had to compensate. Excellent. This is something that I imagine was on that white-board long ago.

The copy line of thought doesn't make it there for me... We want people to have to risk their blueprints -> people have to put their blueprints in POS's to use them -X people can manufacture in stations or make copies easily -> we have to adjust the way copy time works for invention. I think CCP Greyscale elegantly fixed this problem and got us away from the max-run complexity, with minimum detriment.

As for your invention clicks line of thought, I just don't follow unless you're referencing the changes that won't make it with increased end-run. As it stands we're doing the same amount of clicks.

But what was the reason for scrambling up end to end times? Decreasing module TTM and increasing ship TTM. It doesn't seem to be a direct consequence of any line of thought. It appears to be, "well, we've cracked open the blueprints to fix some stuff we broke, hey, why don't we mess around while we're in here? What does everyone thing?" Of the changes, this is the one I'd most like an ELI5 for. Are we trying to get more people involved in the "big" projects? Is there hidden benefits I can't see from my perspective?

That's why I'm asking for the big picture. I want to know what problems with the game are going to be fixed, or what are we improving with the changes that are made. What are the over-reaching goals that are trying to be met. Without a clearer understanding of the original intent, I can only point out potential problems that I think may occur.



Aluka 7th
#349 - 2014-06-07 06:20:30 UTC
Throwaway Sam Atild wrote:


Your explanation makes sense, but it doesn't answer my question. It explains specific patches for problems created by the big picture.

But what was the reason for scrambling up end to end times? Decreasing module TTM and increasing ship TTM. It doesn't seem to be a direct consequence of any line of thought. It appears to be, "well, we've cracked open the blueprints to fix some stuff we broke, hey, why don't we mess around while we're in here? What does everyone thing?" Of the changes, this is the one I'd most like an ELI5 for. Are we trying to get more people involved in the "big" projects? Is there hidden benefits I can't see from my perspective?

That's why I'm asking for the big picture. I want to know what problems with the game are going to be fixed, or what are we improving with the changes that are made. What are the over-reaching goals that are trying to be met. Without a clearer understanding of the original intent, I can only point out potential problems that I think may occur.


Ah, you are asking about global strategy. Like for example "we (CCP) want more people producing modules and less people producing capital ship. We plan to do that with this, this and that change; we find these 5 things a problem and want to address it this way...." . Something along those lines, right?
Grigori Annunaki
#350 - 2014-06-07 06:44:13 UTC
I didn't see this addressed, but I think there's a typo in the Draft 4 spreadsheet. T2 light drones are listed as having max runs of 1 instead of 10.
Danny Centauri
Republic University
Minmatar Republic
#351 - 2014-06-07 12:03:49 UTC
Just considering the blanket 50% increase in base T2 materials.

The old ME -4 was 50% off perfect build materials whilst the new ME 0% is 9.1% off perfection. It seems like the 50% increase in materials was quite lazy as to account for the base change in invention you would increase material requirements by 37.5%. [1.50 / 1.091 = 1.3748]

The actual final adjustment that should be made is even more complex still as it’s a balance of the decryptors used in invention and a comparison of their material waste before and after the patch. Even then you can’t account for the changes in behaviour with usage of the decryptors so it’s pretty clear that the moon goo market will be up in the air for a while. Personally I’d expect to see moo material prices increase as a result of this change which isn’t optimal as moon mining is a completely passive income source.

As it's hard to take player behaviour into account as such a 37.5% increase in T2 materials rather than 50% seems more logical.

EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players.

Danny Centauri
Republic University
Minmatar Republic
#352 - 2014-06-07 12:11:57 UTC
Also just a quick second point why couldn't you multiple the ranks by 10 and divide the research times by 10? Then you could have kept everything as nice tidy integers without anyone having to ever wonder about rounding again :).

EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players.

probag Bear
Xiong Offices
#353 - 2014-06-07 13:26:21 UTC  |  Edited by: probag Bear
CCP Greyscale wrote:
Material numbers will all be 1.5/0.9x


While 1.5 is an awfully nice and round number, I feel it is too large in this context.

I can understand dismissing the fact, which others have mentioned, that this raises material requirements of decryptor-less invention by ~9%, and that a better multiplier for that would be 37.5%. 9% is a small price to pay for such a round number. But on top of that, most T2 items are optimally invented with decryptors. And looking only at the measly +1 ME bonus of Symmetry, easily the most popular decryptor, you end up with ~15% extra material requirements post-Crius. ~23% for Accelerant and Parity, and obviously even worse for Process.

Yes a 1.5 multiplier means that you get almost no change at -6 ME (Augmentation; currently the lowest). But I don't think that justifies raising prices of all other T2 items across the board.


tl;dr: My market has fairly high price elasticity of demand. Its volume has already been hit by a separate nerf, and will get hit again by this change. And it's a lot easier to write a forum-post than look for a new blueprint library.
Aryth
University of Caille
Gallente Federation
#354 - 2014-06-07 13:35:03 UTC
probag Bear wrote:
CCP Greyscale wrote:
Material numbers will all be 1.5/0.9x


While 1.5 is an awfully nice and round number, I feel it is too large in this context.

I can understand dismissing the fact, which others have mentioned, that this raises material requirements of decryptor-less invention by ~9%, and that a better multiplier for that would be 37.5%. 9% is a small price to pay for such a round number. But on top of that, most T2 items are optimally invented with decryptors. And looking only at the measly +1 ME bonus of Symmetry, easily the most popular decryptor, you end up with ~15% extra material requirements post-Crius. ~23% for Accelerant and Parity, and obviously even worse for Process.

Yes a 1.5 multiplier means that you get almost no change at -6 ME (Augmentation; currently the lowest). But I don't think that justifies raising prices of all other T2 items across the board.


tl;dr: My market has fairly high price elasticity of demand. Its volume has already been hit by a separate nerf, and will get hit again by this change. And it's a lot easier to write a forum-post than look for a new blueprint library.


Don't forget you still have the station/pos side for ME reductions and teams.

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

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

CCP Greyscale
C C P
C C P Alliance
#355 - 2014-06-07 14:16:25 UTC
Throwaway Sam Atild wrote:
I took some time to really go through version 4 of the table, and re-read some of the older posts. I have to say I'm not coming away with a very positive feeling with how this is all going to go down for the not high-level T2 producer. There's been some positive stuff, I think, with the emphasis on the copy times, but I'm not sure what the goal of these changes are anymore.

The Major Issue

Closing up the flood-gates during a rain storm. We're in for a storm of people interested in production, and probably T2 production. I think this should be expected when you do a release focused on industry. Additionally we're removing the standings barrier to POS, so every single 5 man corporation out there is going to get a POS to pump up their advertisement on the corp forums. Should even a fraction of these folks decide to try to put random items into the POS to see what it spits out, they're going to be adding labor to the pool. Odds are their first project won't be a jump freighter, it will be a module.

Since we're taking the time to apply a "scramble function" to blueprint data anyway, why not increase the end to end build or TTM instead of decrease it? As it stands it's baffling the amount of other pilots I can personally supply with modules with my characters anyway. With the changes, presuming I don't get bored of clicking, I'll be able to build between 100-600x T2 modules a day! Per character! And when we finally get the ability to chain the jobs together it will get even worse.

So why are we even doing this?

I think its possible I might have lost sight of what somebody must have written on a white-board with a circle around it 6-18 months ago.

Industry is changing, certainly, but to what ultimate goal? Improvement is a pretty abstract term. And if that's all there is, then I'm not sure I see exactly how we're improving it. I think the UI team is doing a bang up job of making the interface more pleasant (though I'll still be doing a bunch of clicking), and I'm pretty sure we're going to be spreading out indy (though I'm not sure why bunched up indy was decided to be bad).

I think maybe what we're talking about in this thread would make more sense to me if someone could explain to me (perhaps as if I were 5) the big picture, and how what we're doing here in this thread is contributing to that vision. Right now it all feels very ad-hoc and improvised for a release just a few weeks out.


The big changes to industry gameplay are slot removal, dynamic pricing, teams and the changes to research. What we're doing here really is just "we have to update all the blueprint data anyway since we're removing waste, so let's make it a little more coherent while we're at it". This thread is not really about major "gameplay improvements", it's about fine-tuning work to just make industry more understandable. This is why, when I keep coming up with increasingly extravagant fixes, the rest of the department keeps reminding me to keep my scope under control :)

Danny Centauri wrote:
Just considering the blanket 50% increase in base T2 materials.

The old ME -4 was 50% off perfect build materials whilst the new ME 0% is 9.1% off perfection. It seems like the 50% increase in materials was quite lazy as to account for the base change in invention you would increase material requirements by 37.5%. [1.50 / 1.091 = 1.3748]

The actual final adjustment that should be made is even more complex still as it’s a balance of the decryptors used in invention and a comparison of their material waste before and after the patch. Even then you can’t account for the changes in behaviour with usage of the decryptors so it’s pretty clear that the moon goo market will be up in the air for a while. Personally I’d expect to see moo material prices increase as a result of this change which isn’t optimal as moon mining is a completely passive income source.

As it's hard to take player behaviour into account as such a 37.5% increase in T2 materials rather than 50% seems more logical.


...yeah, good point, the math is "mis-based". I will fix this next week, at the same time as I fix the bit where I accidentally made everything T2 require 2x T1 items instead of 1x :)
mynnna
State War Academy
Caldari State
#356 - 2014-06-07 14:52:45 UTC  |  Edited by: mynnna
Haven't dug into the numbers too much like I plan to yet (model comparing overall gamewide usage before & after the patch including ability to revise based on expected change in decryptor usage, anyone? Depends on if I can setup the spreadsheet in a reasonable amount of time tomorrow) so I don't want to comment on the numbers too much, but...

Danny Centauri wrote:
as moon mining is a completely passive income source.


When moons are such that we don't need a team of fifty people constantly refueling POS, emptying the silos, and clearing (often multiple times a day) siphons off of them, that they inject isk straight into the corp wallet instead of the value being realized by selling the materials to people who turn around and run even more POS, it'll be completely passive income. Until then, the most valuable of them is worth at best what one ishtar ratting two hours a day can make (and the guy maintaining the POS is undoubtedly more active than the ratter, too), and the "completely passive" argument is a dead horse flogged by the jealous or ignorant.


Besides, consider this: Demand for moon goo is separated from the actual moongoo by intermediate reactions, then advanced reactions, then Tech II component construction, and then the actual Tech II build times itself. For that reason, the moon markets shift in response to changing demand very slowly, and Alchemy - which regulates prices - makes upward changes even slower. With a full invention overhaul on the horizon after Crius, things probably won't have room to move very far before that shakes things up again anyway.

Member of the Goonswarm Economic Warfare Cabal

Ereshgikal
Wharf Crusaders
#357 - 2014-06-07 22:09:41 UTC  |  Edited by: Ereshgikal
CCP Greyscale wrote:
[
Danny Centauri wrote:
Just considering the blanket 50% increase in base T2 materials.

The old ME -4 was 50% off perfect build materials whilst the new ME 0% is 9.1% off perfection. It seems like the 50% increase in materials was quite lazy as to account for the base change in invention you would increase material requirements by 37.5%. [1.50 / 1.091 = 1.3748]

The actual final adjustment that should be made is even more complex still as it’s a balance of the decryptors used in invention and a comparison of their material waste before and after the patch. Even then you can’t account for the changes in behaviour with usage of the decryptors so it’s pretty clear that the moon goo market will be up in the air for a while. Personally I’d expect to see moo material prices increase as a result of this change which isn’t optimal as moon mining is a completely passive income source.

As it's hard to take player behaviour into account as such a 37.5% increase in T2 materials rather than 50% seems more logical.


...yeah, good point, the math is "mis-based". I will fix this next week, at the same time as I fix the bit where I accidentally made everything T2 require 2x T1 items instead of 1x :)



You are making me start to think that I should give you a hint on how to find the perfect number. ;)

Since you have access to EVEs internal db and log engines (and everything else) you can run the follow queries that us players can not do:
1. First select a nice time period, say 3 months.
2. Find out ALL T2 manufacturing job during this period.
3. Sort them into buckets depending on ME-level; stick all ME 0-infinity in a separate bucket (we'll count them as perfect ME).
4. For each bucket find out the sum of ALL the T2 components used in that bracket. Use units for dimension, ignore price.
5. Sum all the T2 components across all buckets.
6. Find out how much % of the total T2 component consumption is done in each bucket.
7. Since each bucket has it's own "factor" to make it consume as much T2 components as before (after ME changes and waste removal); you then produce an average factor weighed by the % that each bucket contributes to the whole.
8. PROFIT!

While I like 1.5 as a factor (allows for some nice investments), it will not keep the T2 component consumption at the same level unless most consumption is done through manufacturing of ME -6, ME -5, and ME -4 BPCs.

I realize this database query is probably a PITA to do, but if it is to be done "correctly" this is the way it should be done IMHO. :)

Edit: Clarified step 7
Astra Galliardi
Parallax Limited
#358 - 2014-06-07 22:26:21 UTC  |  Edited by: Astra Galliardi
CCP Greyscale wrote:


Danny Centauri wrote:
Just considering the blanket 50% increase in base T2 materials.

The old ME -4 was 50% off perfect build materials whilst the new ME 0% is 9.1% off perfection. It seems like the 50% increase in materials was quite lazy as to account for the base change in invention you would increase material requirements by 37.5%. [1.50 / 1.091 = 1.3748]

... snip ...

As it's hard to take player behaviour into account as such a 37.5% increase in T2 materials rather than 50% seems more logical.


...yeah, good point, the math is "mis-based". I will fix this next week, at the same time as I fix the bit where I accidentally made everything T2 require 2x T1 items instead of 1x :)


This math doesn't seem right to me. If the goal is to have BPCs that come from decryptor-less invention use the same amount of material for the actual builds in Crius, the right answer is actually a 53% increase to the base blueprint costs.

Math:
Actual Materials Needed for Pre-Crius Build = Pre-Crius Blueprint Base * 1.5 (ME = -4, pre-Crius formulas)
Actual Materials Needed for Post-Crius Build = Post-Crius Blueprint Base * 0.98 (ME = +2, post-Crius formulas)

To keep the actual material usage for builds the same, we set the two left hand sides the same and get:
Actual Materials Needed for Pre-Crius Build = Actual Materials Needed for Post-Crius Build
Pre-Crius Blueprint Base * 1.5 = Post-Crius Blueprint Base * 0.98
Post-Crius Blueprint Base = Pre-Crius Blueprint Base * (1.5 / 0.98)
Post-Crius Blueprint Base = 1.53 * Pre-Crius Blueprint Base


Second, as others have pointed out, pretty much all T2 ships larger than frigates are invented with decryptors right now, and applying a single multiplication factor across the board will significantly increase the cost of larger ships and/or significantly decrease the build cost of smaller ships (and modules/ammo).

Using the same math as above, the "right" factors to multiply blueprint base costs by are (MEs shown are old -> new):
ME -1 -> 5 (i.e. Process-based inventions): 1.2 / 0.95 = 1.26x
ME -2 -> 4 (i.e. Accelerant-based inventions): 1.3 / 0.96 = 1.35x
ME -3 -> 3 (i.e. Symmetry-based inventions): 1.4 / 0.97 = 1.44x

Please consider scaling the blueprint material amount based on the ship class. I could make some educated guesses about which decryptors are usually used for which ship classes, but you could probably do even better by looking at actual data from the server to see what the mix of blueprints used to build are. (And I'd suggest you base it off that rather than the mix of T2 BPCs invented.)
CCP Greyscale
C C P
C C P Alliance
#359 - 2014-06-08 02:05:56 UTC
So here we're walking into the interesting bit of territory between "try to match the current balance precisely" and "try to make the underlying system make sense". Matching current numbers as precisely as possible means minimum balance disruption... provided the balance considerations that are creating those numbers don't change. If they do, our finely-tuned balance tends to become very wonky (as any tuned system does when its parameters shift), and because we've fine-tuned it, the numbers may not make any sense in the new system.

What I have been generally trying to do with this work is create a coherent set of relationships between different stats, and then shift the relationships and their multipliers to approximate the current balance without sticking directly to it. In this case, yes, if we want to match old usages precisely we would want to do a very fine-grained pass over every item in game and match its materials new precisely to the exact balance of materials used historically, but we're expecting that balance to shift over time (not least when we revisit invention later), and at that point the tuning just becomes a mess. Instead I would prefer to keep things relatively simple but tune the multipliers so they ballpark the current values. In this specific case, I am trying to make the decryptor-less invention line up nicely before and after, and allow people to deal with the fact that decryptors change the math in whatever way they see fit, in the same way that we're matching build time to 2x copy+invent at base stats and not factoring in starbase bonuses etc for those purposes.

With regard to whether it's 37.5% or 5x%, I'll have another proper look at it when I'm back in the office and less tired; the tricky bit is just ensuring that it's accounting for the fact that we're building waste into the base materials. It needs to be +50% on the old base (the extra 2-3% doesn't feel significant enough to warrant messy numbers) or (I believe) +37.5% from the new base, and I just need to go check if I'm doing the T2 modification instead of or as well as the general rebase due to waste removal. Trying to visualize the Excel formula in my head, I *think* I did it as well as, which means using 50% was wrong, but I couldn't say for sure without the sheet in front of me :)
Theng Hofses
State War Academy
Caldari State
#360 - 2014-06-08 13:26:53 UTC  |  Edited by: Theng Hofses
And this is exactly what I am afraid of. The best practice is doing it right the first time. Everything else has sub-optimal outcomes - and I am putting it nicely that way. The track record of CCP to revisit complex systems as industry is poor. Any interim solution you are providing is going to be a semi-permanent one.

This is not a criticism of the front-line devs who take the brunt of the impact and I am sure are full of good intentions to actually follow through with what they are promising, but merely a summary of CCP's track record. I have personally been on both sides of the internal struggle. It's not an enviable situation, so I sympathize with what you are facing.

I can only implore you to either do it right the first time or not to ship the feature at all.