These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Test Server Feedback

 
  • Topic is locked indefinitely.
 

Material Efficiency skill changed to Advanced Industry

First post First post First post
Author
Triturus Alpestris
Bad Taste.
#441 - 2014-07-23 21:38:47 UTC
Summer Isle wrote:

Triturus Alpestris wrote:
I am so pissed right now. Why was ME such problem? So are you going to remove +dmg% skills bc you know they are mandatory, then remove per lvl bonuses on ships bc again they are mandatory! And give us more +1% velocity and +1% cargohold bonuses on battleships.

I dont know who designed this game but Im sure he is long gone.


Comparing the old ME to the +% damage skills isn't exactly a fair comparison, as you can still be effective without any of the extra Gunnery skills trained. With the old ME, if you didn't have it to V, you wouldn't be able to compete at all on the markets, and would be losing ISK on everything you sold. You would be better-off simply selling the minerals.


Thats bullshit excuses, maybe not in Jita but in other systems you could still compete... or buy cheap faction bpcs. Now take lvl1 BS with lvl1 guns and show me how effectively you can do lvl4 missions or incursions or pvp.... lol.
Maduin Shi
MAGA Inc
#442 - 2014-07-24 03:30:22 UTC  |  Edited by: Maduin Shi
Chris Winter wrote:
Thanks for the quick turnaround, but I'm still severely disappointed at how this all turned out. A 300% increase to a useless skill is still useless, and the only consolation we get is that we'll have the opportunity to dump EVEN MORE time into training skills that might maybe possibly (but probably not) help us at some undefined point in the future.

Just so CCP can go and change those skills to do something completely different anyway.


Completely agree after doing some post-patch industry on TQ. A TE skill, regardless of magnitude, is completely useless to my manufacturing - at least for boosters the production time at the drug lab is already way faster than it was pre-patch. And with infinite slots I can just buy another BPC and use another concurrent slot if I put up more POS reaction lines. So for this line of industry TE = useless.

TE is only going to matter if I get into high-end BPO research, it would seem. Given the new infinite slots regime. But with what happened on the conversion to the new ME/TE numbering system and people gaming the patch conversion to get 10% ME BPOs and circumvent the current post-patch ridiculous research times and insane costs, its going to be a long time before that ever happens. Maybe never. Can't compete with pre-patch 10% ME BPOs.
Pixi Potts
Pixi Potts Parcel Service Inc.
#443 - 2014-07-24 15:22:35 UTC
Colten Tokila wrote:
As a small time indy guy I just want to throw in that that this change has done nothing to help the little guy and it feels like CCP knew this replacement was a joke. The skill is nearly 10% of my total sp...and is useless to me. I choose to train a skill that would be useful for my corp, spent a significant amount of time training it that could have been used for something I actually enjoyed.

If CCP really feels that SP is more devalued more by doing a refund then showing that they will switch whatever skill you decide to train into with something completely different on a whim, then that just shows how woefully out of touch they are with their player base they are.

Subs are decreasing enough already, do you really need all the indy alts dropping accounts too? Do you really hate money that much?



Additionally, the old Material Efficiency skill has been renamed to Advanced Industry, and gives a build time reduction of 1% per level. We are not totally happy with the reduction in skill value that’s happened here, and we are committing to revisiting this skill post-Crius to evaluate how to meet our overall goals here in a less dramatic fashion.


Intermittent Fault
Punning Clan
#444 - 2014-07-24 16:43:46 UTC
CCP Greyscale wrote:
Just implementing the changes to advanced industry now, is 3%/level sufficient? I'm wary of making the bonus too big as we're essentially speeding up *everything* here, at least where it's throughput-limited rather than playtime-limited.


No, 3%/level isn't a fix. It just makes the skill marginally less useless.

The old skill was pretty much essential (and to level 5) for anyone who did any manufacturing on a regular or semi-regular basis. The new skill is only of any use to someone who is running lots of manufacturing jobs more or less constantly. The 1%/level makes it equivalent to level 6 Advanced Mass Production.

3%/level means you can run nearly 12 jobs in the time it would take to run 10 without the skill. If you have MP and AMP to level 5 and are running 10 jobs, that's probably useful, though I doubt many characters would choose to train it to level 5. I certainly, as an occasional manufacturer for whom material efficiency is important and time efficiency isn't, would not choose to train the skill at all in its new form.

While you're throwing free skill points at people who hadn't trained drone skills (and missing), I feel like 768,000 SPs have been stolen from me.
EnacheV2
Brutor Tribe
Minmatar Republic
#445 - 2014-07-24 21:20:56 UTC  |  Edited by: EnacheV2
CCP you stole from me cca 60$ , 750k useles SP now

refund the skill SP ffs , and let people choose if they want to spend on a new skill or not.
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#446 - 2014-07-24 22:04:57 UTC
The whole "we avoid refunding SP whenever possible" seems a bit silly now that drone skills are getting refunded for even less of a change than this.
Ivorcya Yvormes
Center for Advanced Studies
Gallente Federation
#447 - 2014-07-25 15:14:36 UTC
H3llHound wrote:
Having Mat. Eff. at 5 never gave you a benefit but rather eliminated a penalty. Every serious producer has it at 5 already otherwise he couldnt compete. I also dont get why suddenly everyone is suprised about the change...it was outlined in the indy-devblog pack, 2 months ago, that the skill would be changed to something less powerful (devblogs said reduction in installation costs).

In its current iteration Mat. Eff. is a too powerful skill as was Drone interfacing.


Sorry to pick that up that late, but that's a real lame argument m8. Just been reading up this thread out of curiosity what happend to my ME skill.

If you take PVP for example, everybody has to train several gun skills / missile skills whatever to be able to compete with others. If i use your argument here, those skills would need to be removed too, to lower the entry barrier. Lets give every player the same chance, shall we? Wouldn't that be a good decision?
Or even better, lets remove all skills, as it's always an entry barrier if you have to spend time and effort to be able to compete with others. Lets just make it a money decision! The one person spending the most money to fit the most awesome modules on his ships and buying the best ships will win!
Then again we have the next barrier ... money, lets remove that, lets make it all free! Welcome to the barrierless world!

/o\ ... just not a good argument you used there. Really bad argument.
(Not defending the ME skill in particular btw, i don't care about it that much, just your way of argumentation got me)
Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
#448 - 2014-07-25 20:03:05 UTC  |  Edited by: Bizzaro Stormy MurphDog
Chris Winter wrote:
But refunding SP doesn't devalue SP. If anything, what devalues SP is CCP taking my skillpoints out of a skill that I intentionally chose to train because it was useful to me and putting them into a skill that is literally useless to me. In fact, allowing SP reassignment when removing a skill and adding a new one enhances the value of SP earned over time, because I know that if at some point in the future CCP decides to "change" a skill into a completely different one I'll still be able to get some use out of those SP by putting them into something useful for me.

I agree that refunding SP when making changes to skills is a bad idea in general. But there's no precedent for this big of a change to skills without refunds. All of the other skill changes that have happened since I started playing merely "tweaked" the skills, but they still affected the same aspects of the game. This isn't a skill change...it's a skill removal because a feature no longer exists, similar to the learning skills, combined with a skill addition, and forcing people to get the new skill at level 5 even if they don't want it.

In other news, congrats on a smooth launch of Crius.


Not empty quoting . . .

I trained ME and Metallurgy to V on an Int/Mem remap that was primarily focused on support skills for a WH alt. Knew I'd want to do some manufacturing at some point, and knew that I also wanted to be able to perfect refine modules (Metallurgy V is a prereq for Scrapmetal Processing). I specifically knew the ME skill was regarded as "indispensable," and so made the conscious decision to set back my training plan by several weeks, expecting the payoff in the future. I did this knowing that CCP sometimes nerfs skills, and sometimes removes skills outright, but that they have a track record of compensating players when they straight up pull a skill of the shelf like they did with ME V.

I was pissed when Scrapmetal Processing got the nerf bat, but didn't expect a SP refund, because it was a nerf, not outright removal of the skill. It sucked, but CCP's argument as to why they were nerfing reprocessing made sense.

I was pissed when they removed ME from the game - again, it sucked, but CCP's argument as to why they were removing it made sense. What did not make sense - what will never make sense - is having the balls to straight up delete the weeks I spent training a certain skill, and then turn around and tell me with a straight face that they're doing it to protect the integrity of the skill queue system. Saying the opposite of the truth does not make it the truth, even if you have a dev tag on your portrait.

Waiting for CCP's next step, like deciding that Heavy Interdictor Cruisers are bad for the meta and need to be removed, and then just transforming the HIC skill into a skill that decreases the time spent in warp between systems because refunds "devalues" player decisions.

The decision not to refund SPs in this situation is not just a bad decision because its counterintuitive and unfair. It's a bad decision because it is a bad precedent, and does exactly what CCP should never want to do - it completely devalues the concept of SP earned over time.

I am not an alt of Chribba.

Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
#449 - 2014-07-25 20:20:14 UTC
Chris Winter wrote:
The whole "we avoid refunding SP whenever possible" seems a bit silly now that drone skills are getting refunded for even less of a change than this.


Can you explain what you're talking about?

I am not an alt of Chribba.

Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#450 - 2014-07-25 20:40:49 UTC
Bizzaro Stormy MurphDog wrote:
Chris Winter wrote:
The whole "we avoid refunding SP whenever possible" seems a bit silly now that drone skills are getting refunded for even less of a change than this.


Can you explain what you're talking about?

Players who had Combat Drone Operation at 5 but Scout Drone Operation less than 5 prior to Kronos received Drone Avionics at less than 5 at Kronos.

Yesterday during downtime, CCP tried to bump their Drone Avionics to 5 and refund any 'extra' SP (that they had earned by training Drone Avionics in the meantime), but failed miserably and ended up reducing their Drone Avionics skill down to whatever it was a few months ago and not actually refunding any SP.
Venirious
Do It For The Lobster
#451 - 2014-07-26 11:52:56 UTC  |  Edited by: Venirious
Intermittent Fault wrote:
CCP Greyscale wrote:
Just implementing the changes to advanced industry now, is 3%/level sufficient? I'm wary of making the bonus too big as we're essentially speeding up *everything* here, at least where it's throughput-limited rather than playtime-limited.


No, 3%/level isn't a fix. It just makes the skill marginally less useless.

The old skill was pretty much essential (and to level 5) for anyone who did any manufacturing on a regular or semi-regular basis. The new skill is only of any use to someone who is running lots of manufacturing jobs more or less constantly. The 1%/level makes it equivalent to level 6 Advanced Mass Production.

3%/level means you can run nearly 12 jobs in the time it would take to run 10 without the skill. If you have MP and AMP to level 5 and are running 10 jobs, that's probably useful, though I doubt many characters would choose to train it to level 5. I certainly, as an occasional manufacturer for whom material efficiency is important and time efficiency isn't, would not choose to train the skill at all in its new form.

While you're throwing free skill points at people who hadn't trained drone skills (and missing), I feel like 768,000 SPs have been stolen from me.


+1. I trained P.E. to 5 even though I didn't intend to invest myself into industry because it was still useful in small/occasional production. I only produce what I and a couple corpmates need, when we happen to need it. This skill update does nothing for me and other people in similar situations.
CCP Greyscale
C C P
C C P Alliance
#452 - 2014-07-28 13:46:55 UTC
Update for those keeping track, most of the changes for this skill should now be live, but the invention and reverse engineering bonuses will not be hooked up until tomorrow's downtime, sorry. Thanks for your patience!
Milla Goodpussy
Garoun Investment Bank
#453 - 2014-07-28 15:57:13 UTC
CCP Greyscale wrote:
Update for those keeping track, most of the changes for this skill should now be live, but the invention and reverse engineering bonuses will not be hooked up until tomorrow's downtime, sorry. Thanks for your patience!



don't you think you could have completed your "polish" by adding that note to the friggin patch notes!

what Is it with you guys and total oblivious methods of proper communication to the community.


CCP Greyscale
C C P
C C P Alliance
#454 - 2014-07-28 16:32:18 UTC
Milla Goodpussy wrote:
CCP Greyscale wrote:
Update for those keeping track, most of the changes for this skill should now be live, but the invention and reverse engineering bonuses will not be hooked up until tomorrow's downtime, sorry. Thanks for your patience!



don't you think you could have completed your "polish" by adding that note to the friggin patch notes!

what Is it with you guys and total oblivious methods of proper communication to the community.




It was intended to go out tomorrow (and will be patchnoted accordingly). I would've probably added something to the notes today but I was out sick this morning (undercooked chicken, I think) so I missed the deployment.
Lady Rift
His Majesty's Privateers
#455 - 2014-07-28 16:54:31 UTC
Milla Goodpussy wrote:
CCP Greyscale wrote:
Update for those keeping track, most of the changes for this skill should now be live, but the invention and reverse engineering bonuses will not be hooked up until tomorrow's downtime, sorry. Thanks for your patience!



don't you think you could have completed your "polish" by adding that note to the friggin patch notes!

what Is it with you guys and total oblivious methods of proper communication to the community.





get use to it. It's the way they roll.
Milla Goodpussy
Garoun Investment Bank
#456 - 2014-07-28 18:44:31 UTC
CCP Greyscale wrote:
Milla Goodpussy wrote:
CCP Greyscale wrote:
Update for those keeping track, most of the changes for this skill should now be live, but the invention and reverse engineering bonuses will not be hooked up until tomorrow's downtime, sorry. Thanks for your patience!



don't you think you could have completed your "polish" by adding that note to the friggin patch notes!

what Is it with you guys and total oblivious methods of proper communication to the community.




It was intended to go out tomorrow (and will be patchnoted accordingly). I would've probably added something to the notes today but I was out sick this morning (undercooked chicken, I think) so I missed the deployment.



maybe you should have included your time efficiency skills in your cooking you wouldn't be sick right now. :)


hope you get well soon sir..your comment made me laugh.
AkJon Ferguson
JC Ferguson and Son Ltd
Ferguson Alliance
#457 - 2014-08-06 15:05:49 UTC
Taking a critically important skill and making it almost useless for those who dabble in industry but aren't 'builders' isn't fair and it isn't EVE.

EVE is about punishing people for bad decisions and rewarding them for good decisions. Not punishing them for good decisions by drastically changing the effect of the skills they've trained.

Advanced Industry SP should be refunded.

Failing that, there should be an optional refund for those who petition. 50% of the SP and the skill removed from that char.

Failing that, people should at a bare minimum have the option of petitioning and having the skill removed with no refund.
Owen Levanth
Sagittarius Unlimited Exploration
#458 - 2014-08-06 15:17:52 UTC
Hell, it turned out an additional -15% to build times can be critically important. Yesterday I ****** up the timer for refueling my alt's tower and had to rush in to manufacture more fuel blocks.

Without that bonus from my Advanced Industry Skill, or even with that paltry 1%/level bonus it was before now, I wouldn't have completed my fuel run in time. Which would have been bad, since I also ****** up with holding enough fuel blocks in reserve and this happened just before I wanted to go to bed. So I didn't have the time to get more fuel blocks and the tower would have gone out of fuel deep in the night.

But I have to say, altering the skill to 3%/level really saved me a lot of headaches, here.

Also with all my skills, I shave off more then a third on build time. This is a shitload even if you just build small stuff. With larger crap like T2-ships, it's a godsend: I had a lot of ships before Crius who would have built for something silly like a day + few hours. Now all those blueprints allow me to manufacture my ships in under a day. Quite important when you build stuff in a POS.

Overall, good work CCP.
Lady Rift
His Majesty's Privateers
#459 - 2014-08-06 16:07:41 UTC
Owen Levanth wrote:
Hell, it turned out an additional -15% to build times can be critically important. Yesterday I ****** up the timer for refueling my alt's tower and had to rush in to manufacture more fuel blocks.

Without that bonus from my Advanced Industry Skill, or even with that paltry 1%/level bonus it was before now, I wouldn't have completed my fuel run in time. Which would have been bad, since I also ****** up with holding enough fuel blocks in reserve and this happened just before I wanted to go to bed. So I didn't have the time to get more fuel blocks and the tower would have gone out of fuel deep in the night.

But I have to say, altering the skill to 3%/level really saved me a lot of headaches, here.

Also with all my skills, I shave off more then a third on build time. This is a shitload even if you just build small stuff. With larger crap like T2-ships, it's a godsend: I had a lot of ships before Crius who would have built for something silly like a day + few hours. Now all those blueprints allow me to manufacture my ships in under a day. Quite important when you build stuff in a POS.

Overall, good work CCP.



CCP I'm bad at planning so good skill change. Also time doesn't matter when not building 24/7
Owen Levanth
Sagittarius Unlimited Exploration
#460 - 2014-08-06 16:16:55 UTC
Lady Rift wrote:
Owen Levanth wrote:
Hell, it turned out an additional -15% to build times can be critically important. Yesterday I ****** up the timer for refueling my alt's tower and had to rush in to manufacture more fuel blocks.

Without that bonus from my Advanced Industry Skill, or even with that paltry 1%/level bonus it was before now, I wouldn't have completed my fuel run in time. Which would have been bad, since I also ****** up with holding enough fuel blocks in reserve and this happened just before I wanted to go to bed. So I didn't have the time to get more fuel blocks and the tower would have gone out of fuel deep in the night.

But I have to say, altering the skill to 3%/level really saved me a lot of headaches, here.

Also with all my skills, I shave off more then a third on build time. This is a shitload even if you just build small stuff. With larger crap like T2-ships, it's a godsend: I had a lot of ships before Crius who would have built for something silly like a day + few hours. Now all those blueprints allow me to manufacture my ships in under a day. Quite important when you build stuff in a POS.

Overall, good work CCP.



CCP I'm bad at planning so good skill change. Also time doesn't matter when not building 24/7


Nice to see you didn't read the rest of my post. A reduction in time for about 15% is important for me and a lot of other people who don't want to see their materials evaporate if they get hit by an inconvenient wardec.

So yes, time does matter, even if you just get a few extra hours.