These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

New industry skills discussion (connected to Advanced Industry)

First post First post First post
Author
Sjaandi HyShan
Overheated Industries
#101 - 2014-07-26 13:33:27 UTC
Venirious wrote:

So is that the final word on the 'Advanced Industry' skill itself?

I can't imagine I'm the only one that trained Production Efficiency to 5 that didn't intent to be a full blown industrialist. A lot of people have no need what so ever for jobs to finish faster which makes this skill quite useless. It's actually worse than useless, because atm I've lost ~700k worth of useful skill points, and to say I get to train MORE SP into other skills that may or may not benefit me (particularly in my 'small-time' industry scale) doesn't help. P.E was required for the invested, but it was also useful for the small timers. This skill update is leaving this small-timer wanting an SP refund.


If they would implement a manufacturing queue, it would make all the new TE skills up in the air worth it. I know this isn't a little thing, but it is probably worthwhile for CCP to look at, as it would benefit sooo many and increase player support for new skills. There was already a manufacturing queue pre-Crius, it just also used a job "slot" from your skills. If they made it so that you could queue up on your own jobs (probably similar to how the skill queue operates) then it could really benefit players who don't have the time availability that some people do to log in at all times of the day. Also, it pushes the responsibility on the players, because if they are not using the bonuses it's their own fault, they can't blame it on anyone else.

---

Also, to those who are saying the Scientific Networking skill was nerfed, it was a MASSIVE buff. I had it trained to 3 before Crius and will probably take it to 4 now. It was so annoying to have a skill that allowed research job start-ups 15 jobs away, but had a regional boundary 13 jumps away, so I had to travel 14 jumps to start the job in the next jump's solar system (assuming it was near my max range). Now, I can go anywhere near my home base and not have to take the massive time hit when the regional boundaries don't line up nicely. 15 jump range is approximate to 30 minutes of jumps which I don't have to take as often. Thank you CCP!!
Sirinda
Ekchuah's Shrine Comporium
#102 - 2014-07-26 13:35:30 UTC
CCP Greyscale wrote:
Hi everyone,

The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so.

This should give *most* people a decent amount of value, but we'd like to give it some additional oomf. We are therefore planning on adding some more advanced industrial skills with AI at 5 as a prereq, so there's clear benefit to everyone in having it trained (plus it would be nice to have some more skills).

We're expecting this discussion to evolve over the coming weeks as the new system settles down and people figure out what bonuses they'd find most valuable. We'd be looking at shipping these changes in one of the two following scheduled releases, depending on how this discussion goes.

So... discuss! What sorts of advanced industry skills would be good?

-Greyscale


Polaris construction?Twisted
Sjaandi HyShan
Overheated Industries
#103 - 2014-07-26 15:17:15 UTC
Here are my two cents on the 3% per level to all industry jobs.

No advanced skill in the game that I know of gives extra bonuses to something its base skill(s) does not. Advanced Industry should require Industry, Research, Metallurgy, and Science to at least IV before it could be injected to stay consistent. Otherwise, Advanced Industry should be reworked to be more like Astrometrics , where Industry would be renamed to Manufacturing and Advanced Industry would be renamed to Industry, and give bonuses to all the others industry time skills.



I've also thought of some considerations for the post Crius releases that should be taken into account, but that I don't think quite fit the topic of this original discussion. Here's a link to that thread.
Lia' Vael
Trillionaire.pro
#104 - 2014-07-26 17:33:51 UTC
I'm still not happy with this, but thank you for the changes. I have only 2 or 3 jobs a week, so still it's a wasted skill for me as I'm not interested in capital manufacturing.

I beg you to let us choose what shall we spend those skllpoints!
Niko Lorenzio
United Eve Directorate
#105 - 2014-07-26 18:36:53 UTC
I agree with the bonus but adding as a pre-req seems like a bad idea.
It will make it more difficult for new players to get into industry as many of the skills already have high and intense requirements which don't make sense.

Adding another rank 3 skill to them is not going to make it any better. Those of us who trained it in the past will survive, we don't need to make everyone else miserable just because some of us might have skipped training it to 5.

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Niko Lorenzio
United Eve Directorate
#106 - 2014-07-26 18:38:52 UTC
Honestly, CCP really needs to implement a policy that when you change what a skill does, you refund the skillpoints and let us decide if we want to put them back into that skill or spend it elsewhere.

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Yana Dean
Asteroid Farm Unlimited
Goonswarm Federation
#107 - 2014-07-26 19:40:14 UTC  |  Edited by: Yana Dean
I would like to see a skill wich further increases the ability to use more manufacturing / researching slots.
For now you need multiple characters to generate a reasonable amount of profit
via industry wich are equally skilled and doing all the same.
As well you have to switch your characters (logging etc.).

If a single industry character wants to progress into large scale producing,
this would be a nice skilling option.
This will free up characterslots for other things/ways to do in New Eden, wich dont have to be the same.
Sheeana Harb
Deep Core Mining Inc.
Caldari State
#108 - 2014-07-26 20:25:49 UTC
CCP Greyscale wrote:


So... discuss! What sorts of advanced industry skills would be good?

-Greyscale


I would suggest a skill that allows to queue up invention jobs.


Why?
This might be just a personal issue, but one of the reason I felt burnout with the industry was the need to set a new invention job every 1 hour and 15 minutes (as I was inventing modules in a POS), with 3 characters, this resulted in a huge clickfest and soon after I started I wasn't looking forward to click through 30 jobs.

I would be perfectly fine with being able to queue only modules, drones and ammo, as they have short invention times. Ships are fine. If I were to make a line, it would say every BPC with under 10 hours of a single invention run should fall into the queue category.


Skill details:
Queuing inventions should come at an extra cost (whichever is easiest to code; either lower success chance, longer time to complete or extra materials) as I believe players who log more often - to update their jobs - should be rewarded. However queuing should benefit to those who log in in the morning, go to work and return later that day and still feel that they have done something within the industry.
Amarisen Gream
The.Kin.of.Jupiter
#109 - 2014-07-26 20:31:46 UTC  |  Edited by: Amarisen Gream
Just wondering if people don't read through these forums. . .

I've seen about 10 post for extra slots or queue-able slots...

lol

edit - nvm. of 110 post, half seem to be ether for extra slots for queue-able slots!

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Komi Toran
Perkone
Caldari State
#110 - 2014-07-26 20:31:51 UTC
Sheeana Harb wrote:
This might be just a personal issue, but one of the reason I felt burnout with the industry was the need to set a new invention job every 1 hour and 15 minutes (as I was inventing modules in a POS), with 3 characters, this resulted in a huge clickfest and soon after I started I wasn't looking forward to click through 30 jobs.

This is why it shouldn't be a skill, it should just be. But, invention is on the overhaul block, so hopefully it will get fixed then. So yes to the idea, but no to this basic functionality being but behind a skill hoop.
Lady Rift
His Majesty's Privateers
#111 - 2014-07-26 21:23:06 UTC
Amarisen Gream wrote:
Just wondering if people don't read through these forums. . .

I've seen about 10 post for extra slots or queue-able slots...

lol

edit - nvm. of 110 post, half seem to be ether for extra slots for queue-able slots!



must mean people are needing more slots so they can cut down on the amount of alts they have to run
Mara Pahrdi
The Order of Anoyia
#112 - 2014-07-27 03:22:50 UTC
CCP Greyscale wrote:
This should give *most* people a decent amount of value, but we'd like to give it some additional oomf.

I guess that's the problem with Crius right now. Apart from being able to display bpos/bpcs in containers nothing really was an improvement to the way I used to do industry. In fact, there's a lot that is broken right now and I'm waiting for things to get fixed.

CCP Greyscale wrote:
So... discuss! What sorts of advanced industry skills would be good?

How about a skill that reduces material consumption?

Remove standings and insurance.

ISD Cyberdyne
ISD Community Communications Liaisons
ISD Alliance
#113 - 2014-07-27 04:50:49 UTC
Added glue for visibility and support. Please remember to keep all comments, issues, and discussion constructive and in keeping with the forum rules.

Thank you.

ISD Cyberdyne

Lieutenant Commander

Community Communication Liaisons (CCLs)

Interstellar Services Department

baltec1
Bat Country
Pandemic Horde
#114 - 2014-07-27 05:56:05 UTC
Storage efficiency.

Better understanding of space saving techniques during construction of ships. 2% reduction in packaged ship m3 per level.
Shin Dari
Covert Brigade
#115 - 2014-07-27 09:58:45 UTC

I am just going to throw out whatever comes to mind, be prepared for some really bad ideas.


---POS skills---
Player owned structures are becoming more important, thus I suggest skills for making better use of POSes.
* - Small POS fuel efficiency
* -- Medium POS fuel efficiency (preq is SPFE IV)
* --- Large POS fuel efficiency (preq is MPFE IV)

[Getting more powergrid and CPU from an race specific POS]
* Amarr POS Output
* Caldari POS Output
* Gallente POS Output
* Minmatar POS Output

[Improved racial POS bonusses]
* Amarr POS Management
* Caldari POS Management
* Gallente POS Management
* Minmatar POS Management


---Cost skills---
If CCP is going to make skills that reduce cost or materials, please make them heavy rank and specific to a type of product (this will prevent 'must have' skills). The best way to do this is to link such skills to science/datacore names, some examples:

* Graviton Manufacturing [tiny bonus to production of items linked to Graviton Physics]
* Caldari Starship Manufacturing ["" Caldari Starship Engineering]


---Cargo skills---
These will help to make some activities more mobile.
* Starship Packaging [Ships take up less volume in the cargo hold]
* Structure Packaging [Structures (Deploy/Starbase/Sov) take up less volume in the cargo hold]
* Material Packaging [Industrial materials take up less volume in the cargo hold, if possible]
* Module & Rig Packaging [Rigs and equipment take up less volume in the cargo hold]
* etc
---
* Cargo Smuggling [The higher the skill the lower percentage of cargo will be detected by NPC and player cargo scans.]


---Other skills---
* Hidden Industry [Your jobs have less influence on the system index]

* Serial Job Planning [Skill to make improved use of Advanced Industry skill. It does this by linking multiple jobs into one chain job, the maximum length of the queue depends on the skill level (suggested 1 day per level)]

* Navy Infrigement [small chance to invent a navy faction BPC during T2 invention]

* Blueprint Copy Joining [The number of identical BPCs that can be joined together at a time, to a single BPC with the sum of the runs.]


Medalyn Isis
Doomheim
#116 - 2014-07-27 10:22:52 UTC  |  Edited by: Medalyn Isis
CCP Greyscale wrote:
Hi everyone,

The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so.

This should give *most* people a decent amount of value, but we'd like to give it some additional oomf. We are therefore planning on adding some more advanced industrial skills with AI at 5 as a prereq, so there's clear benefit to everyone in having it trained (plus it would be nice to have some more skills).

We're expecting this discussion to evolve over the coming weeks as the new system settles down and people figure out what bonuses they'd find most valuable. We'd be looking at shipping these changes in one of the two following scheduled releases, depending on how this discussion goes.

So... discuss! What sorts of advanced industry skills would be good?

-Greyscale

**Sticky** - ISD Cyberdyne

Awesome. This is a great change. As for advanced industry skills, perhaps a skill which affects the efficiency of teams. Ive not used stuff enough yet though so I'd have to get back to you on that.

Also skills which reduce ME, PE, Invention, and Copy Time further would be great.

Also awesome job on the whole industry expansion Greyscale, you deserve a holiday for all your hard work!
Sheeana Harb
Deep Core Mining Inc.
Caldari State
#117 - 2014-07-27 16:03:54 UTC
Amarisen Gream wrote:
Just wondering if people don't read through these forums. . .

I've seen about 10 post for extra slots or queue-able slots...

lol

edit - nvm. of 110 post, half seem to be ether for extra slots for queue-able slots!



I'm very sorry if it bothers you whenever more people express similar opinions or desires.

However Greyscale called for a feedback and given that CCP is currently re-working invention, it's reasonable and well-timed to ask for more industry jobs per character, queueing, ect. And seeing multiple posts about certain features only shows that there is a desire to have them implemented.



Komi Toran wrote:
This is why it shouldn't be a skill, it should just be. But, invention is on the overhaul block, so hopefully it will get fixed then. So yes to the idea, but no to this basic functionality being but behind a skill hoop.



Could you please elaborate more why you think having it tied to a skill is a bad idea? I'm interested.
I always though it makes sense given inventions are intensive on skill points and if you dedicated your character down this path (if I recall correctly it takes about 2 months to be reasonably proficient in inventions), you certainly can afford an additional skill.

It can even be logically implemented: Each level of said skill gives ability to queue one extra run per invention job, up to max_runs_of_T2_BPC / 2. So at level 5, for modules (which have 10 runs T2 BPCs), you can queue 5 additional invention attempts behind one T1 BPC.
Sal Landry
School of Applied Knowledge
Caldari State
#118 - 2014-07-27 17:01:41 UTC
Sheeana Harb wrote:

However Greyscale called for a feedback and given that CCP is currently re-working invention, it's reasonable and well-timed to ask for more industry jobs per character, queueing, ect.


It's unreasonable to keep posting about queuing when a CCP poster has specifically ruled out queuing in this very same thread.
Sheeana Harb
Deep Core Mining Inc.
Caldari State
#119 - 2014-07-27 20:44:00 UTC
Sal Landry wrote:

It's unreasonable to keep posting about queuing when a CCP poster has specifically ruled out queuing in this very same thread.


Interesting. I've just went through the thread and can't seem to find anyone from CCP mentioning or rulling queueing out. Could you please provide a link to that specific post? I would like to know more.
Kyshonuba
Science and Trade Institute
Caldari State
#120 - 2014-07-27 20:51:13 UTC  |  Edited by: Kyshonuba
Here it is Sheeana.

CCP Greyscale wrote:
Retar Aveymone wrote:


So clarifying, material requirement reductions are looked down upon?


Generally speaking, cost reductions can be considered as having a lower probability of being implemented, all other things being equal. Ditto anything which requires significant feature work (eg queueing - that's a feature with a skill attached, not a skill modifying an existing number).

..........