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Dev blog: Starbase changes for Crius

First post First post
Author
Brutalis Furia
Hammer and Anvil Industries
#321 - 2014-06-27 22:46:29 UTC
Sgt Ocker wrote:
"Increasing options" yes everything will be far more complex than it currently is due to the additional options.
"Streamlining" and "Increasing options" is somewhat a contradiction - Increased options is not streamlining, it creates complexity. In this case a lot of unnecessary complexity and randomness.


To clarify:

CCP is streamlining increasing transparency for existing processes so they can add additional complexity via newdynamic processes.

While it may seem a fine distinction, in this case, I've yet to see random variables cited in any of the new complexities being introduced. It may seem random, but from what I see, it's a dynamic system based on ever changing player actions - a far cry from random, IMHO.
Kusum Fawn
Perkone
Caldari State
#322 - 2014-06-28 03:53:55 UTC
Brutalis Furia wrote:
Sgt Ocker wrote:
"Increasing options" yes everything will be far more complex than it currently is due to the additional options.
"Streamlining" and "Increasing options" is somewhat a contradiction - Increased options is not streamlining, it creates complexity. In this case a lot of unnecessary complexity and randomness.


To clarify:

CCP is streamlining increasing transparency for existing processes so they can add additional complexity via newdynamic processes.

While it may seem a fine distinction, in this case, I've yet to see random variables cited in any of the new complexities being introduced. It may seem random, but from what I see, it's a dynamic system based on ever changing player actions - a far cry from random, IMHO.

Because the global and system numbers are not transparent (no tool tip for system Industry level...) the changes are random. While their shifting may be governed by a complex calculation , the cost changes system by system and global level are seemingly random.

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.

Flay Nardieu
#323 - 2014-06-28 06:59:31 UTC
Understandably it is a PITA to write and maintain code for two paths reaching the same destination, that said... Station and Starbase (POS) S&I operate on fundamentally different premises, it is easy to go "black box" tech with stations and the new system makes perfect sense in that area. On the flip side it doesn't with POS arrays & labs, the have finite volume, mass, and control specs all very tangible things considering they are built, launched, etc etc by players.

Many of the additions seem more geared for a grad student's thesis or a professor testing his/her pet theory than to make a game more enjoyable or intuitive. It is one thing to dabble in the virtual market much like real day traders it is however unrealistic to expect players to 'chase the dragon' from system to system to shave some costs off S&I jobs, it is too tiresome to be sustained for all but the most regimental groups.
Sgt Ocker
What Corp is it
#324 - 2014-06-28 13:44:26 UTC
Brutalis Furia wrote:
Sgt Ocker wrote:
"Increasing options" yes everything will be far more complex than it currently is due to the additional options.
"Streamlining" and "Increasing options" is somewhat a contradiction - Increased options is not streamlining, it creates complexity. In this case a lot of unnecessary complexity and randomness.


To clarify:

CCP is streamlining increasing transparency for existing processes so they can add additional complexity via newdynamic processes.

While it may seem a fine distinction, in this case, I've yet to see random variables cited in any of the new complexities being introduced. It may seem random, but from what I see, it's a dynamic system based on ever changing player actions - a far cry from random, IMHO.

Oh, I always thought - Dynamic (characterized by constant change) - added randomness.


Less or more players in system brings with it "random" changes.
Streamlining is usually defined by simplifying a process - Whereas all these changes are adding complexity.

You said it yourself, "additional complexity via dynamic processes"
In plain English - adding more things to change an outcome dependent on multiple factors. An element of "random".

As an example of a random variable - Hire a team, if it is a good team there is an element of random. You don't know how many people will come to the system to use the team, each person adds another element of cost to the outcome of your job.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Derrick Miles
Death Rabbit Ky Oneida
#325 - 2014-06-30 04:18:01 UTC
I gotta say I have mixed feelings about removing standings requirements from POS deployment entirely. On the one hand, the removal of a requirement to have a particular standing gives newer players an opportunity to get into the manufacturing game in all of it's facets, and I think the ability to put up a POS in any security level system is a good idea. On the other hand, by removing the standings entirely there is not much motivation for industrialists to get faction standings, and now the higher standings can also limit your ability to travel in the other faction's space and move to other manufacturing hubs, actually providing a reason to avoid grinding for standings. It effectively is gutting the importance of faction standings for manufacturers and removing a significant incentive with nothing to counter-balance it.

As a proposal, make the faction standings affect the cost of the job installation, perhaps -1% per point of standings. This would give manufacturers a concrete incentive to get standings, preserves the hard work current players have put in to raising their standings, and also acts as a balance to the tax applied to npc stations as well as the cost added to POS manufacturing.
Brutalis Furia
Hammer and Anvil Industries
#326 - 2014-07-01 06:02:52 UTC
I think I see our disagreement over "random" - and it's a subtle one.

Truly random doesn't matter what the initial conditions are - you get a chance of any one of a number of outcomes.

An extremely complex calculation with dozens or hundreds of interdependent calculations is unpredictable because we can't calculate as fast as the computer. If we could, we would come to the same result. That is not random, and because those values are always changing based on our actions, it's dynamic.

It's a technical distinction, but I consider it an important one because in the first example, you don't have any chance of "winning" - of finding how and where to make the system work for you - it's all random luck. The second system, once you've learned its ins and outs (a process that takes longer the more complex the system is) can be manipulated to your benefit (or used as an economic weapon against your adversaries).
Lightning roddy
State War Academy
Caldari State
#327 - 2014-07-02 11:47:59 UTC
The Reprocessing and Intensive Reprocessing Array only have a 200.000 m3 capacity.
That way reprocessing a stack of only 10.000 ice will mean moving the ice into the Array and hitting reprocess 50 times!
What if you have 100.000 ice?...

Can't it have a 20.000.000 m3 capacity like the Compressing Array or at least 1.200.000 m3 so you can refine a full freighter?
Lee Hyori
New Horizons
#328 - 2014-07-03 10:02:11 UTC  |  Edited by: Lee Hyori
Many questions I ask myself across these 17 pages and few answers from CCP.

These posts are read by new players and old which I belong. It would be nice to have answers on the time spent to reach level 5 on certain skills: to defend POS or other

The fact that the limit of 25 jumps is not homogeneous across all activities. The goal is to build and sell our production.

On the other hand, apart from seeing the new interface, the singularity server does not allow us to test everything that is described in this post whose name is "Starbase Changes".
KanashiiKami
#329 - 2014-07-05 00:25:08 UTC  |  Edited by: KanashiiKami
MaverickG wrote:
I usually never reply to Dev Blogs but this time I would like to give my opinion to a couple things I do not understand or do not agree with.

1.) I like opening up .8 and above to starbases, but I would like to see the faction standing requirement stay in place. There does need to be a cost of entry to dropping a POS in High Sec.

2.) I don't mind having blueprints required in POS to run the manufacturing ( I like the use of the term "physically available" used in this part of the blog), but I would like to see a way to Lock them down there. In fact, blue print locking and (mostly) unlocking needs to be readdressed since it's a complete pain. I have submitted several complaints and tickets on this. I believe a minor UI change would remedy 75% of the problem.

3.) I am also concerned about market stability once these changes take place, will they be implemented in stages like kronos has been?


1) i agree. many players grind these standings. now just like skillbook changes n SP used to be refunded, how is ccp even going to "refund" standings time grind back lol (give free PLEX? HAHAHA). i think the way the new development in this segment of the game is BADLY implemented for the individual player base. CCP is forcing individuals to play MORE characters and become like a swarm of cheap labor ... ISK and time sink is an intentional new feature of this new gamplay instead of fun factor.

2) bugs are an intended feature as i see many others remind me of this. while there are ways to increase difficulty of play in the more niche aspects of gameplay, the new features seem to create additional "turn off" factors to manufacturing, are these features intended to potentially boost profits for certain player corps and reduce number of players intruding into INDY based commerce for the benefit of certain players (like when devs interfere with BPO lottery before?)

3) the changes will benefit the larger indy entities, the smaller entities will all suffer. again, the changes does not seem to benefit indy commerce towards smaller entities. again LOST OF FUN FACTOR.

i wonder when considering dev changes, does the devs also play as indy? or the devs do play INDY and is having a hand at interfering? or maybe someone is asking the devs to interfere for some goodies?

WUT ???

KanashiiKami
#330 - 2014-07-05 00:38:41 UTC  |  Edited by: KanashiiKami
Two step wrote:
Is there a real benefit to having 8 million different assembly arrays? Why not use this chance to combine arrays and stop confusing poor new people with component assembly arrays vs. subsystem assembly arrays vs. equipment assembly arrays?


i agree, since it is a revamp. the previous POS fuel system simplification was nice, but these POS internal indy stacking bonuses is terrible. you build a POS, you buy a manufacturing facility (its a piece of robot making a machine part), then you devs seem to add on the fact that now you need to consider workforce as a factor in the global universe sense ... when the individual/corpers who setup the POS is the only operator ... *facepalm*

WUT ???

KanashiiKami
#331 - 2014-07-05 00:57:31 UTC  |  Edited by: KanashiiKami
E6o5 wrote:
I don't like that you killed the mini profession of corp creators. Also it doesn't make sense for a faction to allow you to anchor a POS in their space if you have negative standings towards them.


maybe now they will add a new feature, wen POS is up in non applicable faction standing system, NPC will appear and attack your POS. no wait, it is too complicated for ccp to code that. but it is easier to code the new changes ... no wait ... how can that happen?

while changes in game are changes and i understand in many game changing updates, ther are additional NEW playable material that is potentially exciting. i strongly feel that these changes that are suppose to be EXCITING have not been considered as a part of the changes. the DEV should have played it extensively instead of showing us "previously" and then "now" effect like a paint job. as i have said before, and like what is quoted, the changes is not considering the INDIVIDUAL player base PROPERLY, and there is certainly negative excitement.

WUT ???

KanashiiKami
#332 - 2014-07-05 01:22:21 UTC  |  Edited by: KanashiiKami
Letto Atreides wrote:
Meizu Kho wrote:
concerning the online/offline workarounds for the build cost bonus i would like to remind CCP off what they once told us:

no matter how boring, tedious or time consuming an activity is, if it's the most efficient/safest way of doing it, the players will do it.

If you allow people to take advantage of a 26% build cost advantage without having to risk 13 arrays of the same type because they can offline and unancher then during the job they will do it. they will get freighters with 12 arrays ready and do it every job.

I don't mind the bonus but i do if you can dodge the risk.


In an earlier post I mentioned the idea of changing from 13 arrays to a single array that had to be upgraded (13 times). This mechanic would prevent the hack you are describing here.


i like this idea too, but what is sad is, it only magnifies the fact this revamp in so many facets has not been given any actual role play test at dev level, so as to find more fun in playing the role in game. it makes me think that it is CSM who influence the devs and devs only communicate their wants and needs to coders, and the problem of play testing or role play tests is done by ???

i wonder if the devs realize, that without the faction grind, large entities with trillions of ISK (or anyone who spends thousands of real dollars to convert to ISK), they can now faceroll entire systems with their POSs (whether online or not online), leaving other players being very unhappy. and this can now happen in any system, including those resident corps who regularly grind at their regular NPC standings. as i speak now, does anyone noticed the price of PLEX to ISK conversion is now touching 752m ISK in JITA?

if now NPC standings are being sidelined, why even bother to have SO MANY variants in NPC corp standings? devs might as well just do a single communal player entity vs 1 large NPC entity.

is there a higher dev up there who have a firmer grip on game development? like how intel cpu does a roadmap of how it rolls out cpu developments? like there is an actual progression and building up and building ON TOP of what was achieved?

WUT ???

KanashiiKami
#333 - 2014-07-05 01:30:46 UTC  |  Edited by: KanashiiKami
Chribba wrote:
Thanks everyone. Now to figure out if all them Slaves I freed during the years want to return the favor... Lol

/c


for all the slaves being traded around in the game, i rather the bonus system be based on number of slaves you buy and insert into your POSs indy production system/modules. although i rather prefer robots. i think this is more logical in thought rather than having 13 labs and having offlined and STILL PROVIDE BONUS being offlined.

WUT ???

KanashiiKami
#334 - 2014-07-05 01:46:05 UTC  |  Edited by: KanashiiKami
Felicity Love wrote:
asteroidjas wrote:


How did you guys come up with these numbers?


You mean you haven't heard of that "Pssssssssssssssshhhhhhhhh" method now favoured in the upper echelons? Y'know, the one that's very similar to the enormously popular "pulling numbers out of thin air" method... or random orifices, for that matter ?

Cilly bunt

Blink



or ... something like this ...
http://www.youtube.com/watch?v=BKorP55Aqvg

game fun is game fun ... just like a red line ...

WUT ???

KanashiiKami
#335 - 2014-07-05 02:27:46 UTC  |  Edited by: KanashiiKami
im for the idea that POS get NERFED when offlined.

after a timed period, they become derelicts with 1 structure point. in short ... useless junk

WUT ???

KanashiiKami
#336 - 2014-07-05 02:30:21 UTC
Dinsdale Pirannha wrote:
cellestron wrote:

Removing the standings requirements without making any other changes to POS mechanics/requirements is a horrible idea.

Now any large corp or alliance can go around and wardec smaller corps, kill their POS and then "grief" the site by putting up an offline POS they never intend to use. They could literally put up hundreds and then hide behind the sheer cost of warrdeccing them to hold the spots.

There needs to be some barrier, limit or challenge to erecting a POS in high sec unless your idea of an "industry change" is having to join a large alliance or coalition to keep your POS (sound familiar?).

Or having entire solar systems filled with offline control towers. The offline control tower problem is bad enough now and really needs to be addressed anyway.

I don't want running a POS in high sec to be risk free. But I don't want the "POS ownership" landscape in High Sec looking like an SOV map either.

At the very least please at least consider buffing the POS defenses to make them more defendable by small active corps before you make this change.





You are missing the point where CCP hates casual players, individual players, and even small groups non-aligned with the null sec cartels. If you look at these changes from that context, this overhaul makes sense.



i agree.

WUT ???

KanashiiKami
#337 - 2014-07-05 02:36:00 UTC
Veinnail wrote:
Gospadin wrote:
I do believe that shooting an anchored but unfueled POS shouldn't require a wardec, and that without fuel or stront, the resists/HP should get nerfed.

Cleanup of space junk should be fast and easy.


how about the SHIELDS should be down. just saying


oh good, someone noticed.

WUT ???

KanashiiKami
#338 - 2014-07-05 02:43:11 UTC  |  Edited by: KanashiiKami
Letto Atreides wrote:
Gospadin wrote:
Letto Atreides wrote:
Gospadin wrote:
I do believe that shooting an anchored but unfueled POS shouldn't require a wardec, and that without fuel or stront, the resists/HP should get nerfed.

Cleanup of space junk should be fast and easy.


You are very wrong. It both requires a war dec to avoid CONCORD in high-sec and a large fleets worth of DPS to get through an offline stick in a timely fashion. Here's an example of a kill of an offline large caldari tower.
*snip* Posting of kill reports outside of the Crime & Punishment forum channel is prohibited. ISD Ezwal.
However a change that makes offline POS easier to blow up would be a very good change indeed!


Read my post again.

I know it's a pain in the *** to shoot offline towers, hence my suggestion.


Sorry... read your first post as a statement not as a suggestion. We are in agreement. It should not require a fleet of dreads to clean up offline space junk. I think offline towers should just be unanchorable by anyone that stumbles upon then.


just like mobile depot with time limit. offlined POS self un-anchors in say like 1 hr ... or even better then it self disintegrates in additional 1 hr ...

if not, then please allow capital ships to fly in HS. so at least, there will be swarms of cap ships around just to clear offlined POSs.

if the purpose of all these new so called CRIUS implementations are for INDY to have a ISK SINK, then un-attended POSs EVERYWHERE, must be given the timed ability to self destruct or disappear (this in it self is an ISK SINK). so that when other REAL INDY players bring in new POS to setup (another ISK SINK). and when they get targeted by griefers (another ISK SINK). but by IMPEDING an INDY player to PRODUCE goods IS NOT an ISK SINK. when INDY player PRODUCE MORE produce, the PRODUCE is an ISK SINK to other ISK equipped players. without MORE PRODUCE, the ISK does nothing to INCREASE the fun factor for players. i hope devs realise this.

already we know, the shaped changes to streamlining skill trees and ship changes, is for more ships to be blown up than stay in space (ISK SINK). more pew more fun, no denial in that. but these INDY/POS changes are truly negative fun.

WUT ???

Ekaterina 'Ghetto' Thurn
Department 10
#339 - 2014-07-08 22:19:34 UTC
fluffy jo wrote:
I like these changes coming up for pos production.

The only issue I may have is the potential click fest for onlineing the modules prior to inserting the manufacture job and then offlineing the modules after the manufacture job has been submitted.

as a possible idea to help with this, would it be possible to link the benefit from the pos modules to the time that module has been online. any modules that has not been online for the requested job duration is ignored

for example

you have 2 module at a pos that have been online for 3 days and 4 modules at the same pos that have been online for 7 days.

if you submit a job for 2 days then you get 6 modules benefit.
if you submit a job for 4 days then you get 3 modules benefit.
if you submit a job for 8 days then you get 0 modules benefit.

this will allow specialists to set up a pos and keep it set up.

anyway just an idea.


edit .. there should be 1 modules benefit applied at all times. even if just anchored and onlined.


I'm not sure why people think it should be possible to offline the additional arrays that you will need to gain tax bonuses. It should be the case that they cannot be offlined otherwise the job fails and the materials are lost. Or that it is not physically possible to offline the arrays if a job is in progress.

" They're gonna feel pretty stupid when they find out. " Rick. " Find out what ? " Abraham. " They're screwing with the wrong people. " Rick. Season four.   ' The Walking Dead. ' .

JamnOne
Viziam
Amarr Empire
#340 - 2014-07-17 21:57:49 UTC
Did I miss something in this thread or alliance members still not allowed to use POS created by different corps in the alliance?