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Material Efficiency skill changed to Advanced Industry

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Suzuka A1
Caldari Provisions
Caldari State
#221 - 2014-07-17 14:49:05 UTC
Owen Levanth wrote:
Chris Winter wrote:
Owen Levanth wrote:

Again someone who doesn't read dev blogs, or only skims them. ME has been changed because the entire underlying mess of waste has been changed. The ME-skill only affected the 10% extra waste and slowly reduced it to zero on level 5.

Now this extra waste doesn't exist anymore so reducing material requirements with a whopping 5% per level would be ridiculously strong.

I read the devblog.

Nowhere in the devblog did it say we were going to get a skill taken away without a refund.


The skill was changed, not taken away. No refund.


When something is drastically altered to the point it no longer resembles its former self it is now something new. Not to mention 'previously' its purpose was to reduce build cost (aka the barrier of entry) and 'now' its purpose is to reduce build time (ideally more isk/hour, which it fails at). There are very few builders in EVE that care about reducing the build time of a 12 hour job when they are going to install the job, go to bed for 8 hours, go to work for 8 hours, and then get home and log in. This new skill would only be relevant if CCP introduced a manufacturing build queue.

Never forget the battle of Z9PP-H  What actually happened: http://www.youtube.com/watch?v=UgcUwTmHY74 Battle Report: http://www.kugutsumen.com/showthread.php?42836-They-Might-Be-Giants-The-Southwest&p=497626&viewfull=1#post497626

Medalyn Isis
Doomheim
#222 - 2014-07-17 14:53:17 UTC  |  Edited by: Medalyn Isis
Suzuka A1 wrote:
Owen Levanth wrote:
Chris Winter wrote:
Nowhere in the devblog did it say we were going to get a skill taken away without a refund.

The skill was changed, not taken away. No refund.

When something is drastically altered to the point it no longer resembles its former self it is now something new. Not to mention 'previously' its purpose was to reduce build cost (aka the barrier of entry) and 'now' its purpose is to reduce build time (ideally more isk/hour, which it fails at). There are very few builders in EVE that care about reducing the build time of a 12 hour job when they are going to install the job, go to bed for 8 hours, go to work for 8 hours, and then get home and log in. This new skill would only be relevant if CCP introduced a manufacturing build queue.

You must be new here. Skills always change, and sometimes to a completely different purpose than what it was originally. This is a light case compared to some of the others, and CCP's policy on this is very strict.

A 2% bonus per level is very nice in my opinion, it is very useful to anyone decent at industry, and not just 1% of industrialist as you claim. I'm guessing you don't know much about industry, but when you do get into it a bit more in the future, you will have the skill there ready for you to use. Ie no SP is wasted.

A 3% bonus would be even better, although then you would have to be careful that it would not break anything, and I don't have access to all the information to give an opinion on that.
Celor Ma'fer
Jouhinen Inc
#223 - 2014-07-17 14:57:43 UTC
Medalyn Isis wrote:
CCP Greyscale wrote:
Medalyn Isis wrote:
I agree with the sentiment expressed here. 1% per level seems like it was just added as an afterthought.

How about Industry gives 3% per level, then advanced industry gives 2% per level.

Current @ Lvl V = 0.8

New @ Lvl V = 0.85 * 0.9 = 0.765

It's a slight buff to production time, and both skills are more worthwhile for a dedicated industrialist.



Anyone have an opinion on this as an option? Feels a little thin to me but it's entirely doable.

If it is on the table, then keep Industry at 4%, and then advanced industry could give 3%. I just thought that might be too much of a reduction in manufacture time, as ends up as a possible 0.68x reduction.

I definitely think that would be nice though. Obviously it is not as good as 25% reduction in material costs, so most people are still going to complain whatever you change it too.

CCP Greyscale wrote:
[edit] Also, what are opinions on doing something now vs leaving this for the initial Crius release and having a proper discussion now about potential longer-term solutions?

I wouldn't mind this, although 2 % or 3 % TE per level would be fine for me. It makes logical sense to have advanced industry allowing you to specialise from the industry skill. I just don't think it is good to make it 1%, as then the skill isn't worth training.


Agreed. Leave the premise of the skill for now, but up it to 3%.

5 days before release is too close to have a proper discussion about this, if you can get past all the people whining for SP refunds, as long as it's discussed for the next update rather than being swept under the carpet
Kyoso Shintaro
THI Command
#224 - 2014-07-17 14:57:48 UTC
Celor Ma'fer wrote:

Is that a POS before or after they decided to remove the stacking bonus for arrays? Big smile


After. At a 0.5% me bonus per level you are looking at 2.5% at level 5. This is comparable to a single pos factory at 2%.
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#225 - 2014-07-17 14:57:56 UTC
CCP Greyscale wrote:
[quote=Medalyn Isis]

[edit] Also, what are opinions on doing something now vs leaving this for the initial Crius release and having a proper discussion now about potential longer-term solutions?


Do it this way. Everyone will be in a better place to evaluate Crius and what a 'new' skill should do in a month.

Please be sure to also address the more fundamental issue that caused all this, which was the failure to communicate clearly the upcoming changes to the community. Unless you happen to have the time and energy to wade through multiple hundred post dev blogs, many of these Crius changes will come as a surprise.

I'm betting that this change and others is going to blindside many people who don't follow reddit or the forums as well. I know you guys recently released an info sheet of some sort that had some of the broad changes on it, but it read more like an advertisement/hype than an informational document.
Kale Freeman
Garoun Investment Bank
Gallente Federation
#226 - 2014-07-17 15:01:07 UTC
Kyoso Shintaro wrote:
Celor Ma'fer wrote:


Also once perfect BPOs are still perfect under the new rules as they will be converted to the highest levels of reduction you can have. It's just that if you spent a year researching them, they will be the same as if you had only researched them to 10 ME


You obviously don't build caps. Carriers used to be perfect at an me of 7 or 8. These once perfect bpo are becoming me9%. Coupled with the rest of the changes, it now means that a those once perfect bpo are now only 40% of the way to perfect.

As for the rest, what if it was decreased to say .5% me decrease. This is still an me skill but nowhere near required. The skill would benefit about as much as a POS then


Regarding the perfect BPO... everyone's BPO are going to have this problem right? So you actually no worse off that you were. Except that you can't claim the gold star for perfectness.

Suzuka A1
Caldari Provisions
Caldari State
#227 - 2014-07-17 15:01:28 UTC
There are a few options I see to allow this to 'work':

1) Give SP refunds and allow the players to choose what they think is important.

2) Make the new skill relevant. 1% per level is basically a joke and the only people that truly benefit from it would be those who maintain near 100% utilization of their buildlines.

3) Reduce the training time multiplier. I've seen many people say the skill in its current form is a barrier (17 day train for my cyno alt)... so why not make it less of a barrier instead of removing the ME bonus from the game, a game where specialization is promoted and expected.

4) Reduce the current bonus to 2% per level or something.

I feel all of these alternatives can be seen as reasonable to both CCP and the community.

Never forget the battle of Z9PP-H  What actually happened: http://www.youtube.com/watch?v=UgcUwTmHY74 Battle Report: http://www.kugutsumen.com/showthread.php?42836-They-Might-Be-Giants-The-Southwest&p=497626&viewfull=1#post497626

Celor Ma'fer
Jouhinen Inc
#228 - 2014-07-17 15:28:01 UTC
Suzuka A1 wrote:
There are a few options I see to allow this to 'work':

1) Give SP refunds and allow the players to choose what they think is important.

2) Make the new skill relevant. 1% per level is basically a joke and the only people that truly benefit from it would be those who maintain near 100% utilization of their buildlines.

3) Reduce the training time multiplier. I've seen many people say the skill in its current form is a barrier (17 day train for my cyno alt)... so why not make it less of a barrier instead of removing the ME bonus from the game, a game where specialization is promoted and expected.

4) Reduce the current bonus to 2% per level or something.

I feel all of these alternatives can be seen as reasonable to both CCP and the community.


I'm always prepared to be wrong Smile

1) Not gonna happen

2) As installation cost is going to be based on the time the manufacturing takes, everyone will still benefit from the skill

3) 3x isn't that bad, why would your cyno alt train it though Smile

4) not sure what current bonus you mean, so I'll leave this one hehe
Querns
Science and Trade Institute
Caldari State
#229 - 2014-07-17 15:30:37 UTC
Trading the old Material Efficiency skill for yet another cost reduction skill seems a bit incongruous. Granted, the cost reduction proposed with Advanced Industry is much, much lower, but it still smacks of another mandatory skill to train in order to compete. The time reduction proposal seems better to me; it offers an advantage to some types of industry without being a 100% requirement.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Denidil
Cascades Mountain Operatives
#230 - 2014-07-17 15:50:24 UTC
CCP Greyscale wrote:
Hi everyone,

We're throwing around ideas for better bonuses for this skill that we can get implemented for the initial Crius release. How does say 2%/level install cost reduction feel? It ends up being most advantageous in major industry hubs or when using teams, but new players can still compete on price by building in less busy systems.

It is of course not as powerful as the current TQ version of this skill, but the whole point of this change is that it's currently *too* powerful, so we're deliberately trying to tone it down a bit.


That's what I was proposing, but weaker. i still think it should be 5% like Broker Relations.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

CCP Greyscale
C C P
C C P Alliance
#231 - 2014-07-17 15:59:28 UTC
OK, so it seems like the best course of action right now is to leave the skill in its current state for now, and commit to re-evaluating it once Crius has settled? I'm likely on holiday for most of August, so I can book myself an appointment in the first week of September to start a discussion thread and figure out what sensible thing we can do with this skill once we all find out the emergent properties of Crius? This will be on a "if I don't post it within a week of when I say I will, you have my permission to make a big fuss" understanding.

Throwaway Sam Atild wrote:
CCP Greyscale wrote:
[quote=Medalyn Isis]

[edit] Also, what are opinions on doing something now vs leaving this for the initial Crius release and having a proper discussion now about potential longer-term solutions?


Do it this way. Everyone will be in a better place to evaluate Crius and what a 'new' skill should do in a month.

Please be sure to also address the more fundamental issue that caused all this, which was the failure to communicate clearly the upcoming changes to the community. Unless you happen to have the time and energy to wade through multiple hundred post dev blogs, many of these Crius changes will come as a surprise.

I'm betting that this change and others is going to blindside many people who don't follow reddit or the forums as well. I know you guys recently released an info sheet of some sort that had some of the broad changes on it, but it read more like an advertisement/hype than an informational document.


So there's two separate communication issues.

The first is messaging to people who want input into the changes so we can make adjustments before release. This is a thing that we (at least, I) have been doing suboptimally through forum threads, due to a combination of having a lot of plates spinning at once and placing insufficient emphasis on reaching out to everyone (my approach has generally been focused around feeling I have sufficient feedback rather than around ensuring everyone who wants to give feedback has had the opportunity to).

The second is ensuring that everyone knows what is going to happen on patch day. This has been insufficient to date because the blog that covers all that is going out in the next couple of hours, and the patchnotes will be out in the very near future to cover it in even more detail. We've been holding this blog in particular back so that we can post *actual final* information the first time round (most people only read a blog once, even if we update it) to maximize the number of people that have a complete picture on Tuesday.
Summer Isle
Autumn Industrial Enterprises
#232 - 2014-07-17 15:59:53 UTC  |  Edited by: Summer Isle
CCP Greyscale wrote:
Medalyn Isis wrote:
I agree with the sentiment expressed here. 1% per level seems like it was just added as an afterthought.

How about Industry gives 3% per level, then advanced industry gives 2% per level.

Current @ Lvl V = 0.8

New @ Lvl V = 0.85 * 0.9 = 0.765

It's a slight buff to production time, and both skills are more worthwhile for a dedicated industrialist.



Anyone have an opinion on this as an option? Feels a little thin to me but it's entirely doable.


The issue with having Advanced Industry give a time bonus is that it only helps those who have their lines going 24/7. It would have no affect on a small-scale manufacturer, and considering it's a skill that the overwhelming majority of manufacturers already have, changing it so that it only helps the most active is a slap to the face for those who are less active.

Advanced Industry could give a 10% per level reduction in manufacturing time, but it still won't matter if you aren't keeping your lines going often-enough to make use of it.

This was my issue with the original 1%, and will remain my issue with the above 2%: It's wasted SP for small-scale manufacturers who don't keep their lines going constantly. A 2% boost saves 144 minutes per line per day, but again, the only way to make use of that is if you already have your lines going constantly. Not all manufacturers do that, nor do we all want to do it. Changing a required skill that we had to have to do anything at all into a skill that we can make no use of is bogus.

Make the previously-required skill that everyone already has something that everyone can still use, or refund the SP. ANY type of time reduction only favors those who are very active.

 Talk is cheap, but Void S and Quake L are cheaper.

Kivena
EVE University
Ivy League
#233 - 2014-07-17 16:01:26 UTC
CCP Greyscale wrote:
Hi everyone,

We're throwing around ideas for better bonuses for this skill that we can get implemented for the initial Crius release. How does say 2%/level install cost reduction feel? It ends up being most advantageous in major industry hubs or when using teams, but new players can still compete on price by building in less busy systems.

It is of course not as powerful as the current TQ version of this skill, but the whole point of this change is that it's currently *too* powerful, so we're deliberately trying to tone it down a bit.

I particularly like this idea, as it's basically what I had expected the skill to be changing to anyway. Call it "Industrial Acumen" or something.

The point of the skill in the first place was simply reducing costs, only it did it in a very powerful way. Now the concept of waste doesn't even exist anyway, having the skill still be a cost reduction skill does makes sense - and it needs to not be too powerful to be essential, but powerful enough to be beneficial and worth training (for a x3 rank skill).

I don't have any numbers, but 2, 3 or 4% per level seems reasonable. Would it apply to all industry jobs, or only manufacturing?

Director of Communications EVE University

Follow me on Twitter: @eveKivena

Denidil
Cascades Mountain Operatives
#234 - 2014-07-17 16:18:09 UTC
CCP Greyscale wrote:
OK, so it seems like the best course of action right now is to leave the skill in its current state for now, and commit to re-evaluating it once Crius has settled? I'm likely on holiday for most of August, so I can book myself an .


by "current state" you mean 1% per level time reduction?

NO NO NO NO NO NO NO NO NO NO NO NO NO NO NO


Turn it into the installation cost reduction per level skill like I proposed, and you proposed a weaker version of. We can debate about if it is strong enough later, but it absolutely should not be the 100% worthless time reduction skill.

I might think that 2%/level cost reduction isn't strong enough, but at least it is useful.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Vincent Athena
Photosynth
#235 - 2014-07-17 16:27:21 UTC
I'm not a big time manufacturer, but I do some, and a time bonus would help, a little.
I tend to set jobs that run for a little less than a week. One day a week is "industry night" when I deliver jobs and set new ones based on what sold out over the last week. Usually I do not have all my slots used up.
With a time bonus I would set larger quantities. Each batch would be larger, so my sell orders would be larger. This means they would take longer to sell, and I would have fewer sell out at the end of the week. Result: less effort each week setting jobs and orders.
So even if you do not have all your slots running 24/7, a time bonus is useful.

Now if we go the cost reduction route, I suggest:

1) Even without skill there should be a plethora of items you can make and locations you can sell at and make ISK. This is so new players can get into industry. The places where competition is not so fierce that you can make ISK should not be few and far between, as then a new player cannot find them.

2) Getting to L3 is fast. At a skill level of 3 you should be able to make ISK most anywhere. That is, given the profit margin at the major trade hubs, those last two levels should not be a requirement for making ISK. Those last two levels should be an investment for those who wish to specialize.

So if we expect, say, a 5% profit margin at the hubs, then a skill that reduces costs by 1% per level (1% of the total cost, including material cost) would be acceptable. 1% of the total cost would be actually achieved by a 10% change to the install fee.

Know a Frozen fan? Check this out

Frozen fanfiction

Medalyn Isis
Doomheim
#236 - 2014-07-17 16:33:04 UTC
Can we at a minimum get the skill conferring a 2% time bonus per level for the new expansion. Then if numbers need tweaking that could be done at a later time.
asteroidjas
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#237 - 2014-07-17 16:38:41 UTC
CCP Greyscale wrote:
(my approach has generally been focused around feeling I have sufficient feedback

From exactly how much feedback? You mean the feedback from this young threadnaught that just barely got started last week? And you've known about you changing this skill for how long? It would be interested to know where you had gathered your 'sufficient feedback' from before last week, when you decided to go ahead and push the change to SiSi.

CCP Greyscale wrote:
I'm likely on holiday for most of August

Just for giggles, exactly how many of the dev's involved in this MASSIVE overhaul of how ALL industry and research funchtions, are going on vacation immediately after they push this change onto TQ? Noting how much of the more final changes have even been tested by the players yet, given that SiSi has been for how many days? (No, Dev's internal testing does not count, as there have been LOTS of things already discovered that the dev's who apparently don't play Eve never even considered before, that were nearly game breaking)

How does this sound like a good system? Push out a very buggy patch that effects all of indy, then go on vacation for a month while everything is bassackwards on your live server for your paying customers? CCP will deserve every bit of poor press and loss of subscriptions when this whole thing hits the fan next week.

Just delay the whole thing till after everyone has come back from vacation and is ready to work again.
Summer Isle
Autumn Industrial Enterprises
#238 - 2014-07-17 16:55:01 UTC  |  Edited by: Summer Isle
Vincent Athena wrote:
I'm not a big time manufacturer, but I do some, and a time bonus would help, a little.
I tend to set jobs that run for a little less than a week.

...

So even if you do not have all your slots running 24/7, a time bonus is useful.

Your lines aren't running 24/7, but they do seem to be running 24/6, which can still get a pretty major boost out of the 5% reduction (432 minutes per line over the course of six days), but what about manufacturers who aren't running their lines even 24/1? My lines run 4-6 hours once, sometimes twice a week. I set them up right before logging out for the night, so the 12-18 minutes' time I would save on each line wouldn't matter in the slightest. I manufacture things that I put to use for myself (mods and ammo, very occasionally a rig or two), and do so from reprocessed junk.

A manufacturer like this would have to vastly scale their production up to make use of the skill, which would mean they would either have a huge stockpile of things they aren't able to use fast enough, or they have to get involved in the market (which not everyone has the desire or time to do).

Sure, I could sell directly to buy orders, but I would still need to have the resources from somewhere, which means I'd have to start buying from the market, as well, and if you're buying from sell orders, manufacturing, then selling to buy orders, in most cases, you're either barely breaking even, or you're losing ISK.

Previously, ME was a skill that was a benefit to everyone. The new skill is only helpful for people who have their lines going pretty much continuously. A skill that was once a benefit to everyone before a change still needs to be a benefit to everyone after a change, otherwise it's just a waste of SP for those who have no use of it.

 Talk is cheap, but Void S and Quake L are cheaper.

Chi'Nane T'Kal
Interminatus
#239 - 2014-07-17 17:05:17 UTC
CCP Greyscale wrote:
OK, so it seems like the best course of action right now is to leave the skill in its current state for now, and commit to re-evaluating it once Crius has settled?


If 'current state' means your latest proposal regarding installation cost, that could be a working proposition.

I'd rather not have anything to do with the time saving skill.
Tinman Spectacular
The Long Range Foundation
#240 - 2014-07-17 17:23:36 UTC
+1 for the reduction in install cost vs reduction in production time. It seems like that would fit into the "lumpy landscape" better than a flat reduction in production. It allows massive producers to min/max in busy systems, and little guys like me to pump out product in our backwater systems with a bit more leeway in regards to profitability. In other words, while it would be a huge boon to people running dozens of lines across multiple alts in a high traffic system, it's still a significant boost to small time producers looking to move away from the busy hubs and just manufacture locally with imported resources in systems with few stations. A nice edge... but not a pre-req ala ME skill.

Re: SP reimbursement. My alt wouldn't have anyplace to put them, and I know I'm not the only one. I think the most fair and equitable solution is to simply adjust Advanced Industry into a useful skill for the majority, such as the proposed cost reduction, rather than the minority, such as the implemented time reduction.

2.5 ISK.