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Dev blog: Teams and Revamp of Industry in EVE Online

First post First post First post
Author
CCP Phantom
C C P
C C P Alliance
#1 - 2014-07-08 14:04:28 UTC  |  Edited by: CCP Phantom
The Industry in EVE Online will be revamped with the Crius release on July 22nd. Industry gameplay will be made more interesting and will offer the chance for higher profits due to a dynamic industry landscape. New NPC worker teams give a bonus to manufacturing duration or material requirements as explained in previous blogs.

CCP SoniClover explains in his latest blog improvements to the Industry interface, additions to the Starmap and goes into details of Team specialization. Inform yourself about all these new Industry features and especially NPC worker Teams in CCP SoniClover's latest dev blog Teams and Revamp of Industry in EVE Online.

CCP Phantom - Senior Community Developer

Vincent Athena
Photosynth
#2 - 2014-07-08 14:10:51 UTC  |  Edited by: Vincent Athena
Fun! Looking good...

Am I supposed to say "first"?

Know a Frozen fan? Check this out

Frozen fanfiction

Jacabon Mere
Capital Storm.
Out of the Blue.
#3 - 2014-07-08 14:35:33 UTC  |  Edited by: Jacabon Mere
2nd

Variable costs makes my spreadsheet cry.

Capital Storm is recruiting Aussies for Lowsec pvp and money making. Join "Capital Storm Pub" channel ingame. www.capitalstorm.net

bruggie
Deep Space Exploration And Excavation
#4 - 2014-07-08 14:37:29 UTC
Can you please add Ship to the Small, Medium, Large and Capital Class so it becomes Small Shipclass, Medium Shipclass, Large Shipclass and Capital Shipclass? Or just leave class out completely and replace it with Ships. If there is just the broad specialization in a team it might be confused with the size of modules for instance. While reading the devblog it got me confused when Medium Class was mentioned what this was about.

Secondly, no Narrow specialization for Jump Freighters?
Drago Shouna
Doomheim
#5 - 2014-07-08 14:54:54 UTC
I have no idea what most of that meant, it's a game..but one that seems to be becoming more hard work than fun Cry

Solecist Project...." They refuse to play by the rules and laws of the game and use it as excuse ..." " They don't care about how you play as long as they get to play how they want."

Welcome to EVE.

Salpad
Carebears with Attitude
#6 - 2014-07-08 14:55:34 UTC
What kinds of benefits do teams give? Can I save on Materials cost when manufacturing? Or is it still only fiddling around with job costs and production times?
mynnna
State War Academy
Caldari State
#7 - 2014-07-08 15:06:17 UTC
Salpad wrote:
What kinds of benefits do teams give? Can I save on Materials cost when manufacturing? Or is it still only fiddling around with job costs and production times?

As explained in the first teams devblog, Teams can have bonuses to material cost, production time, or both.

Member of the Goonswarm Economic Warfare Cabal

Eregorn81
Black Fox Marauders
Pen Is Out
#8 - 2014-07-08 15:09:32 UTC
What is happening to decryptors?? There seems to be very little information on them...
Dinsdale Pirannha
Pirannha Corp
#9 - 2014-07-08 15:16:09 UTC
CCP Phantom wrote:
The Industry in EVE Online will be revamped with the Crius release on July 22nd. Industry gameplay will be made more interesting and will offer the chance for higher profits due to a dynamic industry landscape. New NPC worker teams give a bonus to manufacturing duration or material requirements as explained in previous blogs.

CCP SoniClover explains in his latest blog improvements to the Industry interface, additions to the Starmap and goes into details of Team specialization. Inform yourself about all these new Industry features and especially NPC worker Teams in CCP SoniClover's latest dev blog Teams and Revamp of Industry in EVE Online.


Love that first line "offer the chance for higher profits".
Yup, if you don't mind living in null sec.
"Oh, you are a high sec player, never mind that statement about higher profits."

You guys really have no clue how the high sec casual player is going to react to this mess, do you?
Or do simply not care, and have written off that segment of the subscription base?

I also look forward to the myriad bugs that will be exploited for the rest of the summer as many of the dev's go on vacation.
Truly brilliant timing releasing this in July, instead of leaving it on Sisi in it's "final form" for a few months for actual testing.

I imagine the cash the goons made exploiting that average pricing bug when FW hit the game will be dwarfed by what is coming. And yeah, I know that supposedly all that cash was given back.....supposedly.
Khir
Het Kruidvat
#10 - 2014-07-08 15:18:41 UTC
I think I missed the memo on the upcoming invention changes. Any more info on that?
MailDeadDrop
Archon Industries
#11 - 2014-07-08 15:19:30 UTC
Eregorn81 wrote:
What is happening to decryptors?? There seems to be very little information on them...

Decryptors are part of invention, which CCP has pushed off into some nebulous future release.

MDD
Dalilus
Federal Navy Academy
Gallente Federation
#12 - 2014-07-08 15:47:14 UTC
devs, while you are making everything in the game so incredible complicated why not take that module that one needs advanced calculus to use, the one that forces you travel in 'triangles', instead make the ship go in circles? that way besides spinning in hangars one can go in circles in space with the click of a mouse? you know, for us lazy ones that don't care to relearn how to play the game every 3 months.
Destiven Mare
Federal Navy Academy
Gallente Federation
#13 - 2014-07-08 15:48:58 UTC
Is there any chance whatsoever that the masks for lines in outposts will be examined at all for this patch? The existing masks are inadequate. Will you please add a mask based on office slot rental in outposts to avoid the current clickfest/standings schemes that are necessary atm to do that.

Why? With cost scaling, we should have both more precise and simpler control over who installs jobs other than essentially either all of my alliance members or limiting to corp.





Milla Goodpussy
Garoun Investment Bank
#14 - 2014-07-08 15:49:41 UTC
im placing bets online

that not everyone is going to like all the changes..

and then ccp sends out surveys asking why we do not like the changes.

then later they push off changing the changes cause color skin ships will be the priority.

Robert Almart
MAD HUEY TRANSPORT
#15 - 2014-07-08 16:07:36 UTC

Quote:
We made a few small changes to starbases:
• We removed the standing restrictions for deploying starbases in hi-sec.
• We added a minimum corp age of 7 days for deploying starbases.
• We added a factor where multiple structures modify job cost for related jobs, for example multiple labs reduce cost for research jobs (in the POS only of course). The maximum cost reduction ranges from 15% for capital manufacturing to 27% for small ship manufacturing.


Does this mean you are going to tax me for researching at a POS as well as making me fuel the POS? What is the point of a high sec POS if there is no benefit to having a POS. The first time a subscriber loses multi-billion ISK BPO that they have spent months or years researching, that person will probably cease subscribing to this game and walk away. If you want to kill the game, just shut down the servers.

Alekseyev Karrde
Noir.
Shadow Cartel
#16 - 2014-07-08 16:10:20 UTC
Still would like to see some actual isk numbers be accessible to players in-client on what all these modifications are doing to the minimum production cost of their product. #deathtospreadsheets

Alek the Kidnapper, Hero of the CSM

Mackenzie Nolen
Doomheim
#17 - 2014-07-08 16:20:20 UTC
Robert Almart wrote:
Does this mean you are going to tax me for researching at a POS as well as making me fuel the POS? What is the point of a high sec POS if there is no benefit to having a POS.


Installation cost is not tax. POS manufacturing is free from the additional 10% NPC tax that is added to installation costs. It also gets a 2% material benefit with the assembly arrays.
TheLostPenguin
Surreal Departure
#18 - 2014-07-08 16:22:02 UTC
bruggie wrote:
Secondly, no Narrow specialization for Jump Freighters?


Or for exhumers?

Dinsdale Pirannha wrote:
Love that first line "offer the chance for higher profits".
Yup, if you don't mind living in null sec.
"Oh, you are a high sec player, never mind that statement about higher profits."


To be fair to CCP it's been a longstanding design philosophy that null is meant to be better for basicly everything, whether the difference will be too great or not is of course up for discussion, but the basic concept that null should have better potential than hisec seems standard/reasonable enough.
GreasyCarl Semah
A Game as Old as Empire
#19 - 2014-07-08 16:27:02 UTC  |  Edited by: ISD Ezwal
I can't help but laugh when I read this overly complicated mess. My favorite part is how you can't really figure out how much it will cost to make something in a given system next week or next month. *Snip* Please refrain from personal attacks. ISD Ezwal.
go ahead and put an MS Excel app in game so we can all play dueling spreadsheets.
Sven Viko VIkolander
In space we are briefly free
#20 - 2014-07-08 16:37:37 UTC  |  Edited by: Sven Viko VIkolander
Not sure why some people keep complaining that the changes are too complicated. They add complexity in the right sort of ways while also making it more intuitive to use--at least for me. Whereas I never got too deep into industry prior to these changes, after July 22 I very likely will.

Serious question though: Has any progress been made on what will be done about the likely proliferation of towers in high security space, and specifically the issue of offline towers? I think a decent amount of players, myself included, would like offline towers to be easier to remove, either by "hacking" them or by removing the CONCORD response when they are attacked, much like mobile structures.
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