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Material Efficiency skill changed to Advanced Industry

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CCP Greyscale
C C P
C C P Alliance
#241 - 2014-07-17 17:25:37 UTC
Chi'Nane T'Kal wrote:
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.


Current state means the time saving thing, as that's what we have actually implemented right now. I think we're all in agreement that this is not a good solution, but if we are going to resolve this in a better way post-release, we're not currently seeing it as a high priority to do a last-minute change now. September is a good time if we want to let things settle first, but if there's a feeling among you all that we'd rather do something sooner based on a preliminary assessment, we could potentially have something sorted within a week or so of launch (ie early in the week of the 28th July).

As is hopefully clear from my posts in this thread, we're committed to having an ongoing, reasonable discussion about this issue until we've found a solution that you all are as happy as possible with, within the constraints of our design goals, and we are prepared to modify those goals if we see sufficient reason to.
Jeff Kione
Pandemic Horde Inc.
Pandemic Horde
#242 - 2014-07-17 17:27:08 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 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.


So we're talking not the next release but the release after that for potential changes?
Summer Isle
Autumn Industrial Enterprises
#243 - 2014-07-17 17:38:36 UTC
CCP Greyscale wrote:
Chi'Nane T'Kal wrote:
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.


Current state means the time saving thing, as that's what we have actually implemented right now. I think we're all in agreement that this is not a good solution, but if we are going to resolve this in a better way post-release, we're not currently seeing it as a high priority to do a last-minute change now. September is a good time if we want to let things settle first, but if there's a feeling among you all that we'd rather do something sooner based on a preliminary assessment, we could potentially have something sorted within a week or so of launch (ie early in the week of the 28th July).

As is hopefully clear from my posts in this thread, we're committed to having an ongoing, reasonable discussion about this issue until we've found a solution that you all are as happy as possible with, within the constraints of our design goals, and we are prepared to modify those goals if we see sufficient reason to.

As long as it gets revisited. It's silly that a skill that was required and useful to everyone is becoming a skill that can only be utilized by a specific group (the most active).

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

Max Kolonko
Caldari Provisions
Caldari State
#244 - 2014-07-17 17:40:41 UTC
Denidil wrote:
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.


This.
Decarthado Aurgnet
Imperial Combat Engineers
#245 - 2014-07-17 17:52:45 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.


This concept might actually be feasible, but I don't know about the power balance of it overall. Nullsec would probably see the highest benefit from this since 0.0 manufacturing is centralized out of necessity, but null needs it the least because of their immense ability to toss hundres of billions of isk around like play money. Manufacturers in highsec will almost certainly spread themselves thin and jump in a freighter to move their products just like they're already doing.

Remove T2 BPO's or make them inventable at extreme cost.

Meytal
Doomheim
#246 - 2014-07-17 18:08:16 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?

These other skills you're talking about are great ideas. Some will find them more useful than others, and some will train them to different levels than others. They should all be added, as they would provide tremendous benefit to the game overall, and, as you guys have suggested, would allow industrialists to specialize in particular aspects of their profession.

Re-tooling a skill designed for a now-extinct game feature into one of those very interesting and variably useful skills is rather obtuse, and no matter which skill you choose, you are forcing the majority of your industrialist customer base into specializing in that particular way. You're not creating choice, you're eliminating choice.


An option might be to use the current SP count in the current skill to be duplicated across all of the new skills that have been proposed and/or discussed in the course of this thread. This is similar to what you guys have done before with Battlecruisers, Destroyers, and most recently with the drone skills.

But that begs the question: if you are able to take the highest SP count in either of two drone skills and apply that to a new skill, how is taking one single SP count and incrementing a single number that much more complex?

It's a skill that was mandatory but no longer has any use or meaning whatsoever following the changes. Like the Learning skills. This means just about everyone who does industry will have it. None of these new skills are mandatory. There won't be a fair and equitable way to distribute the SP from this skill except to give extra SP to all players by duplicating the SP multiple times across multiple new skills, just because of the "mandatory" status of the previous skill.

Compared to refunding the SP -- and refunded SP are VERY valuable, especially if it's likely they were trained at or near max SP/hr -- continually gifting free SP is what devalues SP.


The real danger of going ahead with the changes as currently planned is that you are guaranteeing that nothing more will be done with the skill. At that point, the new behaviour is already in the game -- remember, this is behaviour that the majority seem to think is useful to some degree, so it is likely to remain in the game. Since the skill will then already exist and be in use, there is greater momentum behind not doing anything else to it. So you will implement what was planned, no extra dev time will be required, customers be damned. Most of us work under management who place demands on us too, not just you guys, so this is not an unrealistic scenario.

Until a real solution is determined, please don't push the skill change but instead let the current skill sit useless and untrainable. This will ensure that something happens to it in an iteration.

(Nullsec Titan builders will be okay without the immediate time boost. Really they will.)
CCP Greyscale
C C P
C C P Alliance
#247 - 2014-07-17 18:20:31 UTC
If people are OK with shifting gears, I am totally on board with coming up with a better solution in this thread over the weekend, getting the development time scheduled on Monday and aiming to ship the change by the 29th.
Valterra Craven
#248 - 2014-07-17 18:33:12 UTC
CCP Greyscale wrote:
If people are OK with shifting gears, I am totally on board with coming up with a better solution in this thread over the weekend, getting the development time scheduled on Monday and aiming to ship the change by the 29th.


I'm ok with that. I also think that the job install cost would be better than the time savings, if even only marginally so. But again, my vote is still that either way this is a huge waste of SP given the previous bonus. The only correct answer for paying customers is reimbursement and that should matter more than what you would "like to do" and what your design goals are. Right answers usually take more time and effort, there's usually a reason for that.
Denidil
Cascades Mountain Operatives
#249 - 2014-07-17 18:35:38 UTC  |  Edited by: Denidil
CCP Greyscale wrote:
If people are OK with shifting gears, I am totally on board with coming up with a better solution in this thread over the weekend, getting the development time scheduled on Monday and aiming to ship the change by the 29th.


I think we should change it now, before release.. I think the Installation Cost [both research and production IMO] reduction solution is the right one - but we need to do some discussing of if 2% or 5% (or somewhere between) is the right amount.

I side with 5% because that makes this skill the industry version of Broker Relations, same strength. Broker Relations is a Rank 2 skill, Material Efficiency is a Rank 3 skill.


Valterra Craven wrote:
. The only correct answer for paying customers is reimbursement t.



No. That's completely unrealistic and simply IS NOT GOING TO HAPPEN.

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

Valterra Craven
#250 - 2014-07-17 18:44:03 UTC
Denidil wrote:


Valterra Craven wrote:
. The only correct answer for paying customers is reimbursement t.



No. That's completely unrealistic and simply IS NOT GOING TO HAPPEN.


No, it isn't unrealistic. CCP has shown previously that not only is this realistic that its possible for them to do and possible with a good deal of accuracy.
Denidil
Cascades Mountain Operatives
#251 - 2014-07-17 19:02:42 UTC
Valterra Craven wrote:
Denidil wrote:


Valterra Craven wrote:
. The only correct answer for paying customers is reimbursement t.



No. That's completely unrealistic and simply IS NOT GOING TO HAPPEN.


No, it isn't unrealistic. CCP has shown previously that not only is this realistic that its possible for them to do and possible with a good deal of accuracy.


did you even read this thread?

Greyscale covered it earlier why at this point is impossible to happen on Crius release, and as a software engineer I find his explanation not only reasonable but entirely the likely situation. Go read the thread.

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

Valterra Craven
#252 - 2014-07-17 19:07:38 UTC
Denidil wrote:
Valterra Craven wrote:
Denidil wrote:


Valterra Craven wrote:
. The only correct answer for paying customers is reimbursement t.



No. That's completely unrealistic and simply IS NOT GOING TO HAPPEN.


No, it isn't unrealistic. CCP has shown previously that not only is this realistic that its possible for them to do and possible with a good deal of accuracy.


did you even read this thread?

Greyscale covered it earlier why at this point is impossible to happen on Crius release, and as a software engineer I find his explanation not only reasonable but entirely the likely situation. Go read the thread.


Oh I've read the thread, I have no problem with the reasons why its not realistic for the 22nd. What I have a problem with is his reasons why it can't happen period. I'm fine with waiting for the reimbursement to happen in the next release 6-8 weeks from now. I work in IT as well and I have a lot of patience. I think you merely misunderstood the intent of my post.
Luscius Uta
#253 - 2014-07-17 19:11:50 UTC
I think that changing the skill to give 2% time reduction of all Industry jobs per level would be most fair - it would be less powerful than original skill, while still not being a worthless train from IV to V.

Workarounds are not bugfixes.

Lion El'Johnson
Fun Police
#254 - 2014-07-17 19:12:01 UTC
Chris Winter wrote:
During the mass test today, I noticed that the "Material Efficiency" (-5% material requirements per level) has been changed to "Advanced Industry" (-1% time per level).

I'm sorry, but what? I wouldn't have bothered training this to 5 if it had been like this originally. You've taken a skill that was absolutely necessary for manufacturing and turned it into something that's not worth training.

This skill is going to be refunded, right? Because this isn't an example of "skill's usage changing slightly," this is an example of "skill being removed and a new one added in its place."



Crius ( and many of the older patches for that matter ) are full of these proofs that CCP does not value veteran players anymore. How about those who have trained anchoring to 5 in order to get starbase control skill and now they find out that anyone can reach that 2 weeks earlier ?
Phoenix Jones
Small-Arms Fire
#255 - 2014-07-17 19:21:14 UTC
CCP Greyscale wrote:
If people are OK with shifting gears, I am totally on board with coming up with a better solution in this thread over the weekend, getting the development time scheduled on Monday and aiming to ship the change by the 29th.


I don't see the issue. Just do the following

1) change the skill as you originally planned (no problem)
2) TOMORROW, add skillpoints to every character who has at least trained that skill to 1, equal to the skill level, and grant it as unallocated skillpoints.

No issue with people mass training that skill just to get a few extra skillpoints (which wouldn't amount to anything except joy in the players who have trained it.

Yes people will moan, but will be the vocal minority. Don't do a 3 week notice on skill change, or give people a chance to train it if they had no intention to. Tomorrow, allocate skillpoints equal to the skillpoints in that one skill, grant it to the people who trained into it.

You will be giving 15 days back to the people who trained into it, and a 15 day boost to both budding and experienced builders. Heck if your that worried create a mega lab technician skill, granting an extra 5 slots for people.

Yaay!!!!

Lady Zarrina
New Eden Browncoats
#256 - 2014-07-17 19:30:18 UTC
If you are not going to refund skill points you need to replace it with something to make training that last level (4 to 5) worth while. And so far I have not heard of one example change that would be worth while to take to 5, except maybe in absolute extreme cases.

EVE: All about Flying Frisky and Making Iskie

CCP Greyscale
C C P
C C P Alliance
#257 - 2014-07-17 19:33:29 UTC
Lady Zarrina wrote:
If you are not going to refund skill points you need to replace it with something to make training that last level (4 to 5) worth while. And so far I have not heard of one example change that would be worth while to take to 5, except maybe in absolute extreme cases.


Open to suggestions :)
Avacore Estemaire
The Scope
Gallente Federation
#258 - 2014-07-17 19:36:06 UTC
CCP Greyscale wrote:
If people are OK with shifting gears, I am totally on board with coming up with a better solution in this thread over the weekend, getting the development time scheduled on Monday and aiming to ship the change by the 29th.

If it is anything but a decent cost reduction most people will demand an SP refund. Time reductions and cost reductions are VERY different things.
Rust Connor
Industrias PapaCapim
#259 - 2014-07-17 19:36:36 UTC
Math told me that install cost reduction is bad....

If you spend 1B material everyday on production on a good system (0.1% cost index) you will safe amazing 36M on a year if the skill grants 10% on lvl5. Thats 36M.... or 2 geckos. You remember? The drone you got as a gift...Oh wait, we got 7 drones so thats better than 3 years of benefit of that skill...

And don't tell me that you dont run 24/7 but you spend way over 1B everyday on production?

Of course, if you produce on "bad system" you will get a much bigger benefit (10-100 times better). So that is good to people that dont want to maximize profit as moving to another system would bring a better benefit....

Why can't we get ME bonus? 0.5%-1% per level? The new system is much easier to give that kind of bonus. I mean, you introduced teams with ME bonus! You gave it to POS arrays. Why not to the skill?
Denidil
Cascades Mountain Operatives
#260 - 2014-07-17 20:06:46 UTC  |  Edited by: Denidil
CCP Greyscale wrote:
Lady Zarrina wrote:
If you are not going to refund skill points you need to replace it with something to make training that last level (4 to 5) worth while. And so far I have not heard of one example change that would be worth while to take to 5, except maybe in absolute extreme cases.


Open to suggestions :)


I have a few ideas

Idea 1: we stay with the "Installation Cost Reduction" idea but make each rank worth more. 15% total reduction split 1%/2%/3%/4%/5% per level. So Level is a 1% reduction in cost, Level 2 gives a total of 3%, Level 4 a total of 6%, Level 4 a total of 10%, Level 5 a total of 15%. This give a middle ground between my original 5% idea and your 2% idea, and makes each rank worth more making it worthwhile to Train level V

Idea 2: We make it so we can have "active jobs" and "queued jobs". Repurposed ME job gives us 2 Research Queue slots and 2 Production Queue Slots per level. A queue slot is used when we install a job, but have no more available active job slots. Soon as the active job finishes the queued job starts. [this requires code changes that probably cannot be done by July 22nd]

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