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[Crius] Research feedback

First post First post
Author
Qoi
Exert Force
#161 - 2014-06-17 11:24:37 UTC
Captain StringfellowHawk wrote:
Not sure if it has been answered already or not, but what is happening to those players Skills that specifically trained for Remote research so they can use a POS and keep the BPO's in a outpost/station? Now that you are taking abilities away from the point of having trained that remote skill up, is something being done with the skill or are players going to get reimbursed SP for a now useless skill since it is wiser to keep the BPO safe in a station.

The skill never enabled you to that, researching a blueprint remotely was always possible without Scientific Networking. The skill only affects how far from the facility your character can be, not how far the blueprint can be from the facility - and it was even enormously buffed to span region borders now. So this proposal makes not that much sense.

Lotus Ambrosia wrote:
I have a question, i can get level 10 ME Research on small rigs, almost all of them have under 9 units of less of each material. Why am i able to do ME research on this rings?

If you build multiple items at once, you will see a benefit from higher ME now. Essentially if you build 10 items you will get one for free at ME 10 (except for the weird special case of "whole and single" items they reintroduced for no sane reason).

http://eve-industry.org

Ereshgikal
Wharf Crusaders
#162 - 2014-06-17 11:40:42 UTC
Lotus Ambrosia wrote:
So if you want a low price on your POS reserch, you need to find a system without research agents for starters?


Uhm, what? Research agents has nothing to do with researching ME/TE in your own POS; despite both having "research" in their activity name.
Wealla Heneltry
Heimatar Enhanced Fleet Industries
#163 - 2014-06-17 12:08:01 UTC
Ereshgikal wrote:
Uhm, what? Research agents has nothing to do with researching ME/TE in your own POS; despite both having "research" in their activity name.


No, but research *facilities* do. I suppose that, since facilities decrease job costs while use of those facilities increase them, the ideal is a system with umpty-seven factory and lab stations that nobody else ever uses...
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#164 - 2014-06-17 13:06:17 UTC
Qoi wrote:

(except for the weird special case of "whole and single" items they reintroduced for no sane reason)


The special case is to deal with things like:

I make 10 Paladins, I require 9 Armageddons.

It's something which would skew the market more than desired.

Basic algorithm:

required = max(runs,ceiling(runs*base material requirement* ME modifiers from the blueprint and arrays and so on))

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Tam Althor
Commonwealth Industries
#165 - 2014-06-17 23:31:21 UTC
I've been trying to put in jobs today (ME, TE and copy) and keep getting this error
"Unable to install job due to the following reasons:
The job cost has changed

Error.MISMATCH_COST (574, 451)"

Does not matter what I try to do or change I am unable to start any research jobs.
This is in a 0.0 research outpost
Alexander Lion
Suicidal Actions
#166 - 2014-06-17 23:46:22 UTC
clear your cache data wia the options menu
Bugsy VanHalen
Society of lost Souls
#167 - 2014-06-18 01:40:25 UTC  |  Edited by: Bugsy VanHalen
Nevermind, just the show info bug, I see it now, the correct numbers are showing in the UI. 1000 runs of fuel blocks are actually less materials than before as materials that were 4 units per run before are showing 3,600 for a 1000 run job. 400,000 ISO's, 150,000 HW and LO. looks good. odd though that coolant is up to 8,100 while everything else is down. coolant is 8 per run on my BPO's on TQ.

Amazing job, keep up the great work. I love this update.

Only downfall i see is for selling BPC's. with my higher ME research if i sold BPC's for near the same price, mine always sold first due to higher ME. Now that advantage, even though it was just visual, is gone.
Kusum Fawn
Perkone
Caldari State
#168 - 2014-06-18 04:25:29 UTC
Devblog Researching the future wrote:

Unless this leads to a major expansion of invent-to-sell, the actual throughput of invention should not significantly change as a result of shorter copy times.

CCP Grayscale wrote:

-- Invention now removes one run from the input copy


This happens to be a huge change to Invention. Can you CCP Grayscale talk more about how these changes will affect the graph you put up in the first industry dev blog https://community.eveonline.com/news/dev-blogs/building-better-worlds/ ?
Changing the Invention to use fewer total bpc, and encouraging the use of max run copy jobs or whatever point it will balance out to through use, seems to indicate that increasing the number of jobs interacted with on a daily basis is not a goal despite being the implication of the very first paragraph of your dev blog.

" You can see below that more than 50,000 characters use manufacturing and invention on a daily basis. Other industry activities, like research ME, PE, copying and reverse engineering only are a fraction of that number. That is the main reason why, for EVE's summer release, we are going to focus our efforts on industry as a whole."

With the higher levels of ME taking significantly longer then the lower levels, once the job is installed for them there will be no interaction, and with the loss of granularity it will be harder to justify researching things to level ten. or putting something in for a few levels when waiting for something else to complete. These bpos will sit fallow if there is any expectation that they will need to get used in the next month.
Net : Fewer ME jobs.

Similar to Material Efficiency, Time or PE will take a similar hit to jobs, as mid level PE will be deemed "optimal" because of the way that PE scales. Just as before the patch 1-3 was optimal on most blueprints, Three to five will in most cases be optimal PE levels after.
Net : Similar low numbers of PE jobs

With the changes to copying, long max run jobs (with smaller numbers of copies ) will be the norm as invention can take place running down the existing multi run bpc. More total invention jobs will occur, but fewer copy jobs will be necessary to maintain the same output. I expect that with the removal of slots, similar numbers of copy jobs will be started. because fewer will be necessary to support existing levels of invention, more invention will occur.
Tied to this is the Datacore changes introduced in the Factional warfare changes, With there no longer being a standings grind for research agents or a time sink for research points, There is virtually no limiting factor to invention as alt fw plexing is already a thing, and complained loudly about.
Net : Similar copy, More invention jobs

Reverse engineering Is a special beast, as the parts for it are not player made and / or the jobs themselves are dependent on the items being found to be invented. Reverse engineering cannot support the same type of expansion that other research jobs can, they simply aren't scalable the same way.
Net : these changes do nothing to change Reverse engineering job numbers. There will be more batching as reverse engineering labs are currently artificially restrictive, but since they are from found items the jobs will be batched more and less everyday occurrences then before. being able to run all available lab slits concurrently will mean that reverse engineering labs will be onlined for several hours one day and offline for the vast majority of the rest of the time.

None of the proposed changes decrease the complexity of Research as job costs change daily due to cost scalings with ME and PE being affected by timed team influence. Reduced granularity reduces competitive options for industrialists and gives established industrialists a significant boost over those just starting.
There are no fixes for handling large numbers of bpc,
there are no positive changes to pos or corp roles that reduce the vulnerability of assets being stolen with a significant reduction in security from the loss of remote bpo to pos research.
Moving materials has taken a hit from the freighter, JF fuel and compression changes.

The Industry window itself is less informative then it used to be, with fewer instantly visible indicators of material shortages (it says you are short through red lines, but not by how much until you hit the rollover which cannot be copied or made to stay while moving assets in other windows). It is not scalable and the giant pulsing sphincter cannot be collapsed or closed while taking more then half the window in noninformative graphics. The blueprint section of the window does not have enough screenspace as it is, because of the giant graphics associated with it, and does not have a left-right scroll bar despite having many things that will vanish off to the right of the panel. Prospective teams window cannot be open at the same time as currently active teams or blueprints, something which would be useful for planning jobs or finding out what is available to be built by the player. There is a five line scroll bar for six items. Blueprint locations are available only through another drop down scroll bar and not through a window or static list

So far nothing actually works correctly on SISi,

CCP Grayscale. What is going on? Each individual project seems that it could fix one of the industry issues, but taken all together they do more damage then the initial problem.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Alexander Lion
Suicidal Actions
#169 - 2014-06-18 08:22:09 UTC
i did some invention yesterday and delivered today. there are no more success notifications. will this notifications be added later. so today on TQ you get a fail or success pop up, i want this back plz.
CCP Greyscale
C C P
C C P Alliance
#170 - 2014-06-18 10:47:55 UTC
Laendra wrote:
Invention of T2 ships, specifically the Rapier, it says max runs per Blueprint Copy is 1???

I used the Optimized Cryptic Attainment, which should have given me 3 runs (+2)

BPC are still in my hangar if you need to look.


Also, as some feedback regarding the UI. I do NOT like the way that it doesn't tell you the results of your invention when you deliver it.

Personally, if it told us whether it was successful or not after we installed it, that would be fine with me, especially since we don't have to worry about slots anymore.


It should be that the max normal runs is 1 but decryptors can push it higher if necessary.

Laendra wrote:
By the way, it would be nice if you:

a) Put out a research devblog with all the current changes
b) updated the original post in this thread with all known issues and their current status


New blog(s) will be forthcoming once we're closer to release.

Yongtau Naskingar wrote:
CCP Greyscale wrote:
Lotus Ambrosia wrote:
Bridgette d'Iberville wrote:
Lotus Ambrosia wrote:
Are you still intending to remove the option of POS Reserching BPO that are in station?

That is correct. In order to do something with a BPO/BPC, it has to be wherever the activity is going to be conducted. If you want to research a BPO in HS for instance, you either have to do it in a POS lab (and have the BPO physically located there) or you have to research it at a NPC station with research capabilities.


Is this still up for debate?


Very unlikely to change at this point. Removing it means we can always assume that the job is happening where the blueprint currently is. If we break that link, we need to make a major change to the codebase to support blueprint and job in different locations, and that'd be adding a lot of work and risk very close to the release.

So it's a not a balancing thing? Basically, it's a change because code? That means that there's a chance we might get it back later after you're done mucking up reworking the system?


There are design reasons for doing it, but the code changes involved in changing that design decision a non-starter at this point even if we wanted to (which we don't) :)

Steve Ronuken wrote:
Qoi wrote:

(except for the weird special case of "whole and single" items they reintroduced for no sane reason)


The special case is to deal with things like:

I make 10 Paladins, I require 9 Armageddons.

It's something which would skew the market more than desired.

Basic algorithm:

required = max(runs,ceiling(runs*base material requirement* ME modifiers from the blueprint and arrays and so on))


The real nasty case is building 10 JFs from 9 freighters, basically means you can't competitively build JFs if you can't do them in batches of 10.

CCP Greyscale
C C P
C C P Alliance
#171 - 2014-06-18 11:01:19 UTC
Kusum Fawn wrote:
Devblog Researching the future wrote:

Unless this leads to a major expansion of invent-to-sell, the actual throughput of invention should not significantly change as a result of shorter copy times.

CCP Grayscale wrote:

-- Invention now removes one run from the input copy


This happens to be a huge change to Invention. Can you CCP Grayscale talk more about how these changes will affect the graph you put up in the first industry dev blog https://community.eveonline.com/news/dev-blogs/building-better-worlds/ ?
Changing the Invention to use fewer total bpc, and encouraging the use of max run copy jobs or whatever point it will balance out to through use, seems to indicate that increasing the number of jobs interacted with on a daily basis is not a goal despite being the implication of the very first paragraph of your dev blog.

" You can see below that more than 50,000 characters use manufacturing and invention on a daily basis. Other industry activities, like research ME, PE, copying and reverse engineering only are a fraction of that number. That is the main reason why, for EVE's summer release, we are going to focus our efforts on industry as a whole."

With the higher levels of ME taking significantly longer then the lower levels, once the job is installed for them there will be no interaction, and with the loss of granularity it will be harder to justify researching things to level ten. or putting something in for a few levels when waiting for something else to complete. These bpos will sit fallow if there is any expectation that they will need to get used in the next month.
Net : Fewer ME jobs.

Similar to Material Efficiency, Time or PE will take a similar hit to jobs, as mid level PE will be deemed "optimal" because of the way that PE scales. Just as before the patch 1-3 was optimal on most blueprints, Three to five will in most cases be optimal PE levels after.
Net : Similar low numbers of PE jobs

With the changes to copying, long max run jobs (with smaller numbers of copies ) will be the norm as invention can take place running down the existing multi run bpc. More total invention jobs will occur, but fewer copy jobs will be necessary to maintain the same output. I expect that with the removal of slots, similar numbers of copy jobs will be started. because fewer will be necessary to support existing levels of invention, more invention will occur.
Tied to this is the Datacore changes introduced in the Factional warfare changes, With there no longer being a standings grind for research agents or a time sink for research points, There is virtually no limiting factor to invention as alt fw plexing is already a thing, and complained loudly about.
Net : Similar copy, More invention jobs

Reverse engineering Is a special beast, as the parts for it are not player made and / or the jobs themselves are dependent on the items being found to be invented. Reverse engineering cannot support the same type of expansion that other research jobs can, they simply aren't scalable the same way.
Net : these changes do nothing to change Reverse engineering job numbers. There will be more batching as reverse engineering labs are currently artificially restrictive, but since they are from found items the jobs will be batched more and less everyday occurrences then before. being able to run all available lab slits concurrently will mean that reverse engineering labs will be onlined for several hours one day and offline for the vast majority of the rest of the time.

None of the proposed changes decrease the complexity of Research as job costs change daily due to cost scalings with ME and PE being affected by timed team influence. Reduced granularity reduces competitive options for industrialists and gives established industrialists a significant boost over those just starting.
There are no fixes for handling large numbers of bpc,
there are no positive changes to pos or corp roles that reduce the vulnerability of assets being stolen with a significant reduction in security from the loss of remote bpo to pos research.
Moving materials has taken a hit from the freighter, JF fuel and compression changes.

The Industry window itself is less informative then it used to be, with fewer instantly visible indicators of material shortages (it says you are short through red lines, but not by how much until you hit the rollover which cannot be copied or made to stay while moving assets in other windows). It is not scalable and the giant pulsing sphincter cannot be collapsed or closed while taking more then half the window in noninformative graphics. The blueprint section of the window does not have enough screenspace as it is, because of the giant graphics associated with it, and does not have a left-right scroll bar despite having many things that will vanish off to the right of the panel. Prospective teams window cannot be open at the same time as currently active teams or blueprints, something which would be useful for planning jobs or finding out what is available to be built by the player. There is a five line scroll bar for six items. Blueprint locations are available only through another drop down scroll bar and not through a window or static list

So far nothing actually works correctly on SISi,

CCP Grayscale. What is going on? Each individual project seems that it could fix one of the industry issues, but taken all together they do more damage then the initial problem.

We don't have a need to increase the number of individual jobs people are kicking off per day, that's not a particularly useful metric. We would like to see more players having the opportunity to be involved in industry, and we would like players involved in industry to feel as engaged and interested as possible in their day-to-day activities. We're trying to cut back on uninteresting complexity precisely so that we can boost things we believe to be...
Yongtau Naskingar
Yongtau Naskingar Corporation
#172 - 2014-06-18 11:12:10 UTC
CCP Greyscale wrote:

There are design reasons for doing it, but the code changes involved in changing that design decision a non-starter at this point even if we wanted to (which we don't) :)

Alright, thanks for the reply. Wording in your post was kinda hinting at it, but I guess I'll have to adapt without.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#173 - 2014-06-18 14:15:45 UTC
CCP Greyscale wrote:

This is exactly the sort of thing that we're trying, where possible, to cut down in this release, precisely so we can make time for what we believe to be more interesting decisions such as "am I still doing industry in the correct place, or should I consider moving, or should I try and reshape my system so it stays optimal?". We want to create more decisions, not more clicks.


That's bogus. There is no point in moving your double digit billion ISK assets around every week or even more frequently. The only thing you achieve with that is to generate easy PVP content and frustration because your system, as it is now, is utterly vulnerable to manipulation and exploits, and, for instance, if you bid on a team and someone drives the prices higher and higher, there's not even a way to pull back out. It will also make it a lot easier to harass people, who actually won their team (as useless as it maybe) for their system, by driving cost of production/science up until everything you to do in this system turns into a loss of a lot of money from you. That is your vision of "making meaningful and more interesting decisions"?

I don't even want to start with the corp hangar theft problem. Cooperation in EVE is as toxic as it can possibly get, there is no trust in this game and every person you put an ounce of trust in, is just someone who hasn't backstabbed, assaulted and robbed you yet. And in this environment I should grant access for others to my assets, which I amassed through hard labor and risking their theft for absolutely no rewards or gains from this sharing? What you (CCP in general) do is causing more hassle, more frustration and more 1-man corps instead of more interaction and cooperation. You take away safety and expect people to share more of their expensive assets. You cause people to split up work even more. You cause the lockup of your personal BPOs in your own 1-man corp, copying from them all the time and then handing out the copies to other alliance members (yes, alliance members, not corp members in order to remove the theft risk and the usage of a system that, according to CCP, doesn't even exist in the game's code), causing more load for some and less for others, more unnecessary complexity and usage of an utterly outdated and terrible system (namely POS), instead of fixing or replacing this POS/corporation code abomination with something new, easier to understand and to access and better usable.

There are so many areas in the game that are used for industry and that would have needed improvements or replacement, before you throw more people into these ruins. And what does CCP do? Create more ruins and overpopulate existing ruins.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Bugsy VanHalen
Society of lost Souls
#174 - 2014-06-18 14:23:25 UTC
i have a small request.

Can we get some of the facilities on SiSI bumped to max index, say the traditional trade hubs from TQ, or even just one random non seeded station in each region.

I have been doing some testing on SiSi, but it is hard to test the affect of the index with such a low population on SiSi.

For example i tried a 1000 run of fuel blocks. An overall production value of about 17,000,000 isk on TQ. At a facility with an empty index bar installation cost was under 2000 isk, but at a facility with the index bar at about 20% the install cost was over 4,000,000 isk.

Is that right? or is it bugged. I would like to see the impact of a full index, as I am sure we will see in Jita when this goes live on TQ.
CCP Greyscale
C C P
C C P Alliance
#175 - 2014-06-18 14:26:20 UTC
Rivr Luzade wrote:
CCP Greyscale wrote:

This is exactly the sort of thing that we're trying, where possible, to cut down in this release, precisely so we can make time for what we believe to be more interesting decisions such as "am I still doing industry in the correct place, or should I consider moving, or should I try and reshape my system so it stays optimal?". We want to create more decisions, not more clicks.


That's bogus. There is no point in moving your double digit billion ISK assets around every week or even more frequently. The only thing you achieve with that is to generate easy PVP content and frustration because your system, as it is now, is utterly vulnerable to manipulation and exploits, and, for instance, if you bid on a team and someone drives the prices higher and higher, there's not even a way to pull back out. It will also make it a lot easier to harass people, who actually won their team (as useless as it maybe) for their system, by driving cost of production/science up until everything you to do in this system turns into a loss of a lot of money from you. That is your vision of "making meaningful and more interesting decisions"?

I don't even want to start with the corp hangar theft problem. Cooperation in EVE is as toxic as it can possibly get, there is no trust in this game and every person you put an ounce of trust in, is just someone who hasn't backstabbed, assaulted and robbed you yet. And in this environment I should grant access for others to my assets, which I amassed through hard labor and risking their theft for absolutely no rewards or gains from this sharing? What you (CCP in general) do is causing more hassle, more frustration and more 1-man corps instead of more interaction and cooperation. You take away safety and expect people to share more of their expensive assets. You cause people to split up work even more. You cause the lockup of your personal BPOs in your own 1-man corp, copying from them all the time and then handing out the copies to other alliance members (yes, alliance members, not corp members in order to remove the theft risk and the usage of a system that, according to CCP, doesn't even exist in the game's code), causing more load for some and less for others, more unnecessary complexity and usage of an utterly outdated and terrible system (namely POS), instead of fixing or replacing this POS/corporation code abomination with something new, easier to understand and to access and better usable.

There are so many areas in the game that are used for industry and that would have needed improvements or replacement, before you throw more people into these ruins. And what does CCP do? Create more ruins and overpopulate existing ruins.


The goal with movement is that it's a question you're asking frequently but only acting upon occasionally. We know that people don't want to move large operations regularly.

We know that corp management needs an overhaul, that's why we have "overhaul corp management" high up on our to-do list.
Dinsdale Pirannha
Pirannha Corp
#176 - 2014-06-18 14:39:52 UTC
CCP Greyscale wrote:
Rivr Luzade wrote:
CCP Greyscale wrote:

This is exactly the sort of thing that we're trying, where possible, to cut down in this release, precisely so we can make time for what we believe to be more interesting decisions such as "am I still doing industry in the correct place, or should I consider moving, or should I try and reshape my system so it stays optimal?". We want to create more decisions, not more clicks.


That's bogus. There is no point in moving your double digit billion ISK assets around every week or even more frequently. The only thing you achieve with that is to generate easy PVP content and frustration because your system, as it is now, is utterly vulnerable to manipulation and exploits, and, for instance, if you bid on a team and someone drives the prices higher and higher, there's not even a way to pull back out. It will also make it a lot easier to harass people, who actually won their team (as useless as it maybe) for their system, by driving cost of production/science up until everything you to do in this system turns into a loss of a lot of money from you. That is your vision of "making meaningful and more interesting decisions"?

I don't even want to start with the corp hangar theft problem. Cooperation in EVE is as toxic as it can possibly get, there is no trust in this game and every person you put an ounce of trust in, is just someone who hasn't backstabbed, assaulted and robbed you yet. And in this environment I should grant access for others to my assets, which I amassed through hard labor and risking their theft for absolutely no rewards or gains from this sharing? What you (CCP in general) do is causing more hassle, more frustration and more 1-man corps instead of more interaction and cooperation. You take away safety and expect people to share more of their expensive assets. You cause people to split up work even more. You cause the lockup of your personal BPOs in your own 1-man corp, copying from them all the time and then handing out the copies to other alliance members (yes, alliance members, not corp members in order to remove the theft risk and the usage of a system that, according to CCP, doesn't even exist in the game's code), causing more load for some and less for others, more unnecessary complexity and usage of an utterly outdated and terrible system (namely POS), instead of fixing or replacing this POS/corporation code abomination with something new, easier to understand and to access and better usable.

There are so many areas in the game that are used for industry and that would have needed improvements or replacement, before you throw more people into these ruins. And what does CCP do? Create more ruins and overpopulate existing ruins.


The goal with movement is that it's a question you're asking frequently but only acting upon occasionally. We know that people don't want to move large operations regularly.

We know that corp management needs an overhaul, that's why we have "overhaul corp management" high up on our to-do list.


So how about delay this impending disaster, fix corp management FIRST, then look at this industry mess?
Why is it so crucial to get the industry overhaul done before sorting out corp mechanics, which are critical to having these proposed industry changes function?
Retar Aveymone
GoonWaffe
Goonswarm Federation
#177 - 2014-06-18 14:48:32 UTC
Dinsdale Pirannha wrote:

So how about delay this impending disaster, fix corp management FIRST, then look at this industry mess?
Why is it so crucial to get the industry overhaul done before sorting out corp mechanics, which are critical to having these proposed industry changes function?

because corp mechanics are not at all critical to having these industry changes function
Retar Aveymone
GoonWaffe
Goonswarm Federation
#178 - 2014-06-18 14:50:01 UTC  |  Edited by: Retar Aveymone
An actual question: is there a timeline on when the invention revamp is going to come? I was under the impression it was initially scheduled for Crius back when the initial industry changes were Kronos. Is it just vaugely scheduled for "SoonTM" or is it vaugely scheduled for the patch after Crius?

basically I want to know how much optimization and investment I should be doing for the Crius invention mechanics or if I should basically plan to muddle through and invest in doing the new mechanics right
CCP Greyscale
C C P
C C P Alliance
#179 - 2014-06-18 14:52:56 UTC
Retar Aveymone wrote:
An actual question: is there a timeline on when the invention revamp is going to come? I was under the impression it was initially scheduled for Crius back when the initial industry changes were Kronos. Is it just vaugely scheduled for "SoonTM" or is it vaugely scheduled for the patch after Crius?

basically I want to know how much optimization and investment I should be doing for the Crius invention mechanics or if I should basically plan to muddle through and invest in doing the new mechanics right


Current plan is to start work on it more-or-less immediately after Crius. Exactly which release it will ship in depends on how much we decide to change and how long it takes to get it into a good state :) This is the way a lot of things are going to be with the new development process - we can talk about what order we plan to start doing things in, but not so easily when they'll be done.
Dinsdale Pirannha
Pirannha Corp
#180 - 2014-06-18 14:55:24 UTC
Retar Aveymone wrote:
Dinsdale Pirannha wrote:

So how about delay this impending disaster, fix corp management FIRST, then look at this industry mess?
Why is it so crucial to get the industry overhaul done before sorting out corp mechanics, which are critical to having these proposed industry changes function?

because corp mechanics are not at all critical to having these industry changes function


Um...in your null sec nirvana, trust issues are not a big deal because of the structure of your groups of people, and the strict control of who will be allowed to handle your BPO's.

In the rest of the Eve universe, corp mechanics are a massive impediment with regard to these proposed changes.