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Blueprint data adjustments thread

First post First post
Author
Steijn
Quay Industries
#521 - 2014-07-16 08:34:34 UTC  |  Edited by: Steijn
meh, ignore, will fall on deaf ears.
Ealon Musque
Capital Chaps
#522 - 2014-07-16 09:28:26 UTC
Probably ran out of time to consider it this time around. And most likely will not mess with it later. So yeah. Cry
Electrified Circuits
Predator Ewoks
#523 - 2014-07-16 21:38:49 UTC
2 Cents for Capital consideration
Laura Belle
The Scope
Gallente Federation
#524 - 2014-07-17 18:37:41 UTC
I don't like the invention change! in fact I hate it!

In short - you gonna take the whole market up.

1st of all, a question,
if u gonna make the production material cost 50% higher and ME0 has -10 waste.. how exactly its ending in (1.5/1.091) 37.5% higher and not 65.5% (1.5*1.091) higher?

now, to put the long version of my opinion on the table.
going with the 37.5%, that means that per excelence - if comparing to now, each ME0 BPC will give production cost equal to -2.75ME nowadays.

ok, but unlike now when we can negate it with decryptor back to -20 waste, we'll be able to take off the price only 3% so 1.375*.97 = ~1.334 times a perfect BPC give now

comparing to the 1.2 we have now we're talking on a raise of 11% in production cost (1.334/1.2) and there is NO way cheaper decryptors can negate such a raise).
Electrified Circuits
Predator Ewoks
#525 - 2014-07-18 11:45:15 UTC
Laura I wouldn't worry about that , tech 2 prices will simply just go up as we have seen already. (what you make it for and the effort put in usually equates its worth provided the market demand is there)

The real problem with invention at the moment is decryptors are practically useless even in big ships they are not that great.

But, ccp have said invention is the next iteration so it will happen soon
Sigras
Conglomo
#526 - 2014-07-20 23:36:50 UTC  |  Edited by: Sigras
Hold on, I just ran the numbers once more, and comparing a ME -1 BPC (before) to an ME +5 BPC (after) Im seeing a 13.48% increase... And that's after using the best team on SISI and in a POS array.

I knew there was going to be some increase but 13.48% ... wow...

Is this intentional? an increase of > 13% on all T2 inventables who's demand exceeds T2 BPO production capabilities?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#527 - 2014-07-21 00:18:20 UTC
Sigras wrote:
Hold on, I just ran the numbers once more, and comparing a ME -1 BPC (before) to an ME +5 BPC (after) Im seeing a 13.48% increase... And that's after using the best team on SISI and in a POS array.

I knew there was going to be some increase but 13.48% ... wow...

Is this intentional? an increase of > 13% on all T2 inventables who's demand exceeds T2 BPO production capabilities?

Should be noted: T2 BPOs are affected worse than BPCs.

Those things which didn't use decryptors before will be pretty unaffected.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Sigras
Conglomo
#528 - 2014-07-21 04:43:57 UTC
Oh, I see what you mean... ok cool... yeah now that I think about it there was really no other way to make it work.
Slave Miner
Adrenaline Enterprises
#529 - 2014-07-21 21:15:26 UTC
I have a question regarding invented rigs. I've been doing invention on rigs and logged in to the test server to get an idea of what the changes are and was shocked to find that my -3 ME invented BPC's were converted to (what is currently) -4 ME effectively doubling the production costs of the rigs.

Furthermore I've been experiementing on the test server to see if there was a way to improve the wastage to no avail (currently setting up a POS to see if the cost basis can be reduced).

Was this intentional? It's going to greatly destabilize the rig market to have an over night 2x cost basis increase on T2 rigs (the cheapest of t2 rigs will cost as much as ships).
Gospadin
Bastard Children of Poinen
#530 - 2014-07-21 22:23:59 UTC
Sable Moran wrote:
Yeah, me too. But I'm a bit worried if CCP is expecting too much. Will people really pick up industry? Even after these changes it still is tedious spreadsheet work with lots of clicking and even more moving parts than before.


Free market will ensure that supply and demand converge, given that pricing is set by the players.
G'Shad
Weatherlight Fleetworks
#531 - 2014-07-22 15:40:34 UTC
As a cap builder, I have one thing to say . . .f*** me for not stocking up on finished ships before this. The build cost (perfect blue prints) has gone up significantly. Still adjusting the excel file, but it looks like it could be a 15-20% increase over yesterday.

Second thing of note: What the hell is with the order the materials are in. Not minerals not listed alphabetically, components on Cap BPOs not in any understandable order. What the hell? This does not look like an improvement, just sloppy.
Dinsdale Pirannha
Pirannha Corp
#532 - 2014-07-22 16:10:03 UTC
G'Shad wrote:
As a cap builder, I have one thing to say . . .f*** me for not stocking up on finished ships before this. The build cost (perfect blue prints) has gone up significantly. Still adjusting the excel file, but it looks like it could be a 15-20% increase over yesterday.

Second thing of note: What the hell is with the order the materials are in. Not minerals not listed alphabetically, components on Cap BPOs not in any understandable order. What the hell? This does not look like an improvement, just sloppy.


Welcome to Crius, where no option to **** off the customer base was not exercised.
Jaden Soniel
State Protectorate
Caldari State
#533 - 2014-07-22 16:48:53 UTC
okay, so I'm changing my excel sheet and i find the following:

I look at the industry UI with a T2 Co Processor selected. It has -4% time efficiency. It says the following things regarding the time it take to produce a single module:

Skills -24%
Blueprint time efficiency -4%
Facility -25% (I'm looking at this in a tower)
Industry lvl 5
Advanced Industry lvl 5

So from what I'm getting from this is that the time it takes to make under these conditions is time -53%. Witch should equal 21 minutes 21 seconds according to the UI.
I look at the same blueprint show info and it says: time per run 39 minutes. But if I negate -53% i get 18 minutes and 19.8 seconds.

Or looking at this another way: Blueprint show info time per run 39 minutes. Industry UI time per run 21 mins 21 sec, witch comes after -53%. If i divide 21 mins and 21 sec with 39 mins i get 54.74%.

So where does the difference coming from? Am i missing something?
Slave Miner
Adrenaline Enterprises
#534 - 2014-07-22 17:26:39 UTC
Dinsdale Pirannha wrote:
G'Shad wrote:
As a cap builder, I have one thing to say . . .f*** me for not stocking up on finished ships before this. The build cost (perfect blue prints) has gone up significantly. Still adjusting the excel file, but it looks like it could be a 15-20% increase over yesterday.

Second thing of note: What the hell is with the order the materials are in. Not minerals not listed alphabetically, components on Cap BPOs not in any understandable order. What the hell? This does not look like an improvement, just sloppy.


Welcome to Crius, where no option to **** off the customer base was not exercised.


We were caught somewhat off guard as well, our cost base doubled over night on small rigs. We ended up scrambling to research and produce everything we could in the past two days to cushion the transition.

There were also unexpected increases in base material requirements (that is to say, they upped the original requirements). Example, we used .15% of ram to produce a single unit of a small hyperspatial velocity rig, now the requirement is 2 units which is a 6.66~ multiple increase in base material requirements.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#535 - 2014-07-22 18:03:03 UTC  |  Edited by: Steve Ronuken
Slave Miner wrote:
Dinsdale Pirannha wrote:
G'Shad wrote:
As a cap builder, I have one thing to say . . .f*** me for not stocking up on finished ships before this. The build cost (perfect blue prints) has gone up significantly. Still adjusting the excel file, but it looks like it could be a 15-20% increase over yesterday.

Second thing of note: What the hell is with the order the materials are in. Not minerals not listed alphabetically, components on Cap BPOs not in any understandable order. What the hell? This does not look like an improvement, just sloppy.


Welcome to Crius, where no option to **** off the customer base was not exercised.


We were caught somewhat off guard as well, our cost base doubled over night on small rigs. We ended up scrambling to research and produce everything we could in the past two days to cushion the transition.

There were also unexpected increases in base material requirements (that is to say, they upped the original requirements). Example, we used .15% of ram to produce a single unit of a small hyperspatial velocity rig, now the requirement is 2 units which is a 6.66~ multiple increase in base material requirements.


Remember,.rig production output has been increased by 100 times. And rig stockpiles.

So it's actually a significant decrease. As that would have come out at 15

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Oma Lorche
Stay Frosty.
A Band Apart.
#536 - 2014-07-22 19:12:53 UTC

WIth 14h invention time for simplest modules you eliminated reason to produce modules at all.
You can do now only 1 invention cycle a day instead of many.
What is the point? I don't see reason for people to make those items at all. There must be some basic return if you decide to produce for example light ion blaster. Now you cannot invent enough to keep production slots busy. IInvention time is longer then production time. Thats wrong surely!

erdrickjr
Perkone
Caldari State
#537 - 2014-07-22 21:19:33 UTC  |  Edited by: erdrickjr
Went to research a fighter bpo today and it cost me 108 mil to get to
9 and 360+mil to get to 10 WTF. Don't think the bpo costed that much. Then go to frigates and there like 1.7 mil to get to lv9.

Think the pricing needs work or they are really trying to take isk out of game

Plus side other bpos turned to perfect.
Kale Freeman
Garoun Investment Bank
Gallente Federation
#538 - 2014-07-23 09:13:45 UTC
Oma Lorche wrote:

WIth 14h invention time for simplest modules you eliminated reason to produce modules at all.
You can do now only 1 invention cycle a day instead of many.
What is the point? I don't see reason for people to make those items at all. There must be some basic return if you decide to produce for example light ion blaster. Now you cannot invent enough to keep production slots busy. IInvention time is longer then production time. Thats wrong surely!



Is that in a POS?
Komi Toran
Perkone
Caldari State
#539 - 2014-07-23 09:21:41 UTC
Jaden Soniel wrote:
So from what I'm getting from this is that the time it takes to make under these conditions is time -53%.

You should be getting -45.28%, because you multiply the modifiers, not add.
Anthar Thebess
#540 - 2014-08-08 12:16:10 UTC
Increase Time needed for constructing supercapitals , as current skills allow them to be constructed faster.
We really don't need more supers.