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Science & Industry

 
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Crius state of play

First post First post
Author
Drago Shouna
Doomheim
#21 - 2014-09-01 18:38:19 UTC
Sorry Big smile

Solecist Project...." They refuse to play by the rules and laws of the game and use it as excuse ..." " They don't care about how you play as long as they get to play how they want."

Welcome to EVE.

afkboss
Imperial Academy
Amarr Empire
#22 - 2014-09-01 18:40:05 UTC
I would like to know why the Rorquals mining bonus is still linked with the industrial core. I would love to be able have my Rorqual in a belt now that it can compress on the fly but to boost it has to sit AFK at a POS.
Max Kolonko
Caldari Provisions
Caldari State
#23 - 2014-09-01 18:43:09 UTC  |  Edited by: Max Kolonko
- T3's Hulls still require pre-crius number of RAM's even though stacks have been updated in our hangars/market orders/etc..
- T3 reverse enginering success rate is wrong OR the formula that's been available to public for ages is not acurate (i'l update the

EDIT: update with example:
Intact Hull Section
Base Probability (minus) -60%
Skills 105%
Total 82%
This is from client. With all relevant skills at lvl 5.

Now lets look at formula as available in most online guides:
Base 40% (interpretting -60% as 100%-60%=40% so this one is correct)
40% * (1+(0.01 * Reverse_Enginering))*(1+(0.1*(Plasma_Physics + Mech_Enginering)))
40% * 2.1
84% - so skill bonus is 110% not 105% (2.1-1)

So either that formula is wrong OR the ingame display is wrong

- when using "view in idnustry" on blueprint and checking how it would work in given station/pos i have access too i cant select corect tabs for corp hangars to check if i have right materials
- when searching for teams i cant select what kind of bonus i'm looking for (for example try searching for material bonus to lets say hybrid components - you will get tones of material bonuses mixed with time bonuses teams. also cant sort by bonus level (best teams first for example)
- its very unclear what is the cost level of system - the curent indicator with bars is very uninformative. Also a system with 5 and system with 15% is showing full bar which is very missleading when comparing systems.
- for reverse enginering there is no info how many racial decryptors I have. when i select for example Gallente racial decryptor to make proteus hull i cant tell how many i have in that location and how many are needed.
- not all systems are shown in FACILITIES tab. when I want to check how much it costs to run a job in a system where i know there is facility for it not all systems are available. Is there a limit on systems presented in that list? Regional? range? other?

Other than that its great. I love the new streamlined interface. Although for serious manufacturing the spreadsheets got more complicated :D

Waiting what You have in Your sleeve for new skills for industry.

For invention and reverse enginering I would love to have better breakdown screen of succeses and failures (when runing 11 identic jobs its easy to say what was success and what not, when running say 3/3/3/2 reverse of each race t3's and just seeing list of success/failure without info what is what is not good feedback for player. Havent tried the subsystems yet and i imagine having no info what was the random subsystem result is even worse)

For reverse enginering I would love to see REMOVAL of random subsystem result. Its annoying mechanic. Just increase reverse time / material needs / whatever but let us produce what we want to produce. I'm sure that my blueprints copies for uneeded subsystems (the ones that i dont bother to produce) takes a looooot of DB space in my hangar and server time when i accidentally click the container leaf on inventory screen to load them :D (and it kiils my PC too)

For manufacturing/science in general I would love to see the cost of running a job in a system without station service for it - just to see the cost index to check if i want to place a pos there without using API for that ( i know its on map, but come-on)
Angie Chatter
#24 - 2014-09-01 19:25:09 UTC  |  Edited by: Angie Chatter
Posted this already like 10 times now, to me the most annoying thing in crius i have to "endure" every day are the grey installed blueprints, that clutter up my selection list.

1) Add a filter option to hide all installed, "in use" blueprints from the selection list, please!

2) The UI still lags pretty bad after each "started" job, sometimes it takes 3-10 seconds before the UI is usable again.

3) Make the "Start" button the default selected field after you selected a new blueprint, so we can use "arrow down + enter" to directly install a new job. We can't batch install jobs, this would save some unneeded mouse moves+clicks.

4) The time it takes for the system cost index to lower again, seems of. What math does it use? It takes literally just 10 jobs to get from 0.01 to 0.2, but it will take weeks to get from 0.2 to 0.18? This is in a system without NPC station and any other pos at 3 weeks with ZERO manufacturing. I would have expected the index to gradually fall back to 0.01, given that it should get there in 28 days? What i see is a 10-15% reduction in 3 weeks, so why is the fallback not more linear?

5) Would be nice to be able to repackage containers on a POS corp hangar, so i can stop this juggling them around between POS and stations.
Max Kolonko
Caldari Provisions
Caldari State
#25 - 2014-09-01 19:40:32 UTC  |  Edited by: Max Kolonko
Angie Chatter wrote:
Posted this already like 10 times now, to me the most annoying thing in crius i have to "endure" every day are the gray installed blueprints, that clutter up my selection list.

1) Add a filter option to hide all installed, "in use" blueprints from the selection list, please!

2) The UI still lags pretty bad after each "started" job, sometimes it takes 3-10 seconds before the UI is usable again.

3) Make the "Start" button the default selected field after u selected a new blueprint, so we can use "arrow down + enter" to directly install a new job. We can't batch install jobs, this would save some unneeded mouse moves+clicks.

4) The time it takes for the system cost index to lower again, seems of. What math does it use? It takes literally just 10 jobs to get from 0.01 to 0.2, but it will take weeks to get from 0.2 to 0.18? This is in a system without NPC station and any other pos at 3 weeks with ZERO manufacturing. I would have expected the index to gradually fall back to 0.01, given that it should get there in 28 days? What i see is a 10-15% reduction in 3 weeks, so why is the fallback not more linear?

5) Would be nice to be able to repackage containers on a POS corp hangar, so i can stop this juggling them around between POS and stations.


Completely agree with 1 and 2, grey blueprints and lag is an issue. 3 would be nice addiditon.
BooomBox
Federal Navy Academy
Gallente Federation
#26 - 2014-09-01 20:25:45 UTC
Hello.
In industry interface while choosing facility, input/output location, team for the blueprint you want use, there is a wonderful feature, that the next blueprint of the same type chosen in the interface uses the same options as previous. That is a real time saver and the best part of Crius for me. What i want to suggest is that any blueprint after the first one should select previous options until those options are changed.
Cheers
Gilbaron
The Scope
Gallente Federation
#27 - 2014-09-01 20:29:14 UTC
do you remember when you wanted to discuss increasing the production time for fighters, fighter bombers and capital modules ?

you said you would talk about it with some people, but there has been silence since then :(
Makari Aeron
Imperial Shipment
Amarr Empire
#28 - 2014-09-01 21:26:57 UTC
CCP Greyscale:

--I would like to have the ability to apply POS bonuses to blueprints when viewing them in other locations. Ie: I buy it from the market and I can adjust the BPO to see different ME/TE values to know what I'll need with my current skills without having to resort to the wonders of google spreadsheets.

--There seems to be a bit of lag when installing blueprints after you click "Install" and then click on the next BPO/BPC.

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#29 - 2014-09-01 21:28:35 UTC
Aryth wrote:
Retar Aveymone wrote:
However, to not be a negative nancy: the patch has been a huge success and people are bidding on teams routinely (though with the sniping problem), highseccers have dared to even grab some teams I wanted, local industry has gotten a shot in the arm in 0.0 and we've noticed that we're now selling significant amounts of T2 stuff in null instead of shipping to jita.

It's been a big success and all of the issues are more 'sand this rough edge a bit' instead of 'god this sucks'.


Yeah, sniping is going to need attention. You are making teams inherently timezone locked when the bidding is ending.



Guilty

I have alarmed clocked for teams

didn't mind though, part of the game
Elena Thiesant
The Scope
Gallente Federation
#30 - 2014-09-01 21:34:17 UTC
Please, please, please can there be an option added to specify a default corp hanger for jobs run at a POS?

Better sorting of the blueprint lists would also be great (allow sorting by multiple columns)
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#31 - 2014-09-01 21:43:36 UTC
CCP Greyscale -

I chatted with you about this prior to your vacation- which I hope you enjoyed

Minnie outpost lab upgrade not providing invention

EBR-22458 2014/08/21 Science - Minmatar outpost upgrade Attached Edit | View Comments

That is the Bugreport

Just wondering what is happening and what kind of time frame are we dealing with?
Angie Chatter
#32 - 2014-09-01 21:46:15 UTC
Some more issues i forgot to mention:

1) The tab to select what location/POS you want to select seem to sort by range? I would rather like a alphabetical order, so i can sort by the usual "string tricks" we also need to use for bookmarks, since we cant enforce a order ourself. So the good old "__#" prefix's.

2) The tooltip for the "requirement's" that is just below the field u enter the number of runs also gets in my way every day. I simply want to move my mouse to the input field and now i have to wait for this silly popup to fade away.

3) The bar that shows the system index has enough space to also display the actual numerical % number, so why do we get this unprecise bar in the upper part of the window, while there is enough screen space to display the actual number?
Ekaterina 'Ghetto' Thurn
Department 10
#33 - 2014-09-01 21:53:02 UTC
Drago Shouna wrote:
Querns wrote:
Retar Aveymone wrote:
I think that compressing ore in stations needs to be looked at. We're a month in, and compressed ore is still not available in any real volume at reasonable prices.

Also, about the outpost pricing bug, here is the 'intended behavior' thing: https://forums.eveonline.com/default.aspx?g=posts&m=4888288#post4888288


Agreed -- station compression would be a huge shot in the arm for the sorry state of acquiring compressed minerals today.

Might I also suggest a UI hint in the Reprocessing dialog, pointing players towards compression if the price of the minerals they are receiving is significantly less than what the compressed ore value?

This all seems like overkill, but keep in mind -- changing the way mining works like this is fighting against 11 years of learned behavior. You cannot underestimate how strongly it is ingrained in the minds of the playerbase that reprocessing your ore is how you do business. Drastic measures are needed to decouple reprocessing from mining.


Sorry guys I disagree. Yes something needs doing (maybe). As a mainly one man corp I just cannot justify the cost of buying then running even a small POS for the small increase in mining income, and i'm sure that i'm by far from being the only one thinking the same.

Maybe if players in a system could share a POS without being in the same corp it would help, or at least be able to allow players to use a compression array by invite or something. Heck even corps in the same alliance can't use each others POS facilities atm.

Yes i'd sell some compressed, but it just isn't worth it as it stands. But I'm still not sure station facilities are the way forward to compress.


I will make a small comment on the compression issue. Smile

We are a very small operation but obtaining, and running a POS for a short time, to compress ore is not an expensive task. You can buy a small tower & compression array BPC very cheaply, knock up some P4, & make the tower & array. Or as the array is easier to make you could buy a small tower ready made for less than 60 million ISK. Save up your ore and run the tower for just one hour every so often and cost will be infinitesimal.

I disagree with the proposal to introduce compression as a service at NPC stations for a number of reasons. It would go against the conflict driver/risk principle that CCP now follows. But more importantly it may feed the 'race to the bottom' in terms of pricing which is currently happening across the market.

Regarding ingrained behaviour you can lead a horse to water but you can't make it drink. A lot of people still don't see the problems with MIMAF but we have to keep plugging away at them. The whole economy is still in flux atm with summer still not over and the numbers playing EVE still way down possibly largely due to the nullsec stalemate and sovereignty related problems.

Finally regarding the industry changes as a whole I was one of those maybe preaching the doom & gloom but I don't think it has turned out as bad as many thought it might have done. I'm still working out which way the river is flowing but I suspect it will turn out alright in the end. Smile

" They're gonna feel pretty stupid when they find out. " Rick. " Find out what ? " Abraham. " They're screwing with the wrong people. " Rick. Season four.   ' The Walking Dead. ' .

Mara Pahrdi
The Order of Anoyia
#34 - 2014-09-01 21:53:42 UTC
Querns wrote:
Drago Shouna wrote:
Querns wrote:

Agreed -- station compression would be a huge shot in the arm for the sorry state of acquiring compressed minerals today.

Might I also suggest a UI hint in the Reprocessing dialog, pointing players towards compression if the price of the minerals they are receiving is significantly less than what the compressed ore value?

This all seems like overkill, but keep in mind -- changing the way mining works like this is fighting against 11 years of learned behavior. You cannot underestimate how strongly it is ingrained in the minds of the playerbase that reprocessing your ore is how you do business. Drastic measures are needed to decouple reprocessing from mining.


Sorry guys I disagree. Yes something needs doing (maybe). As a mainly one man corp I just cannot justify the cost of buying then running even a small POS for the small increase in mining income, and i'm sure that i'm by far from being the only one thinking the same.

Maybe if players in a system could share a POS without being in the same corp it would help, or at least be able to allow players to use a compression array by invite or something. Heck even corps in the same alliance can't use each others POS facilities atm.

Yes i'd sell some compressed, but it just isn't worth it as it stands. But I'm still not sure station facilities are the way forward to compress.

That is the whole point -- adding station compression would make it so you can compress your ore without requiring a POS. I agree that the POS is both a significant barrier to entry and fiddly to make work with disparate groups of people.

I disagree. What we need is a POS fix, not more convenience in stations.

Remove standings and insurance.

Ekaterina 'Ghetto' Thurn
Department 10
#35 - 2014-09-01 21:59:23 UTC
I do agree for small operations there is no need or economic sense in running a research or manufacturing POS now in high sec. We alone have about two billion ISK worth of POS infrastructure sitting in the station hangar that might never get used under the current scenario. Whether that is a good result of the Crius changes I don't know. It certainly isn't as diverse.

" They're gonna feel pretty stupid when they find out. " Rick. " Find out what ? " Abraham. " They're screwing with the wrong people. " Rick. Season four.   ' The Walking Dead. ' .

Hashi Lebwohl
The Graduates
The Initiative.
#36 - 2014-09-01 22:03:55 UTC
Feedback

General


I think you can make too few ships and too many modules off a bpo in a given period compared to before the patch. If you want to make ships you really want to be inventing them now - but if you are inventing modules you are probably being swamped by bpo owners. I assume this was your intention when you set the production times.

I also feel that the production times are a one size fits all - For instance, why do all types of frigates, from interceptors to assault frigates, have the same production time?

On a personal level, I cursed your name when you changed the material requirements one week after the patch. Ugh I really appreciated doing that process twice.

Specific UI

  • the pop-up skills requirement in the centre of the UI covers the box where you can change the numbers - its quite annoying each time you mouse over to change the numbers...

  • When viewing material requirements of a bpc (or any other screen) would be helpful see the specific ME associated with those results (even better if you could change the ME to see the effect)

  • Still wish to see the total cost of a single unit displayed on the UI, preferably compared to the average sales price even if was simply the background was something visual like a yellow - blue graded scale (and a popup of the profit or loss). Actually if you could do the reverse for the market that would be great - highlight those items listed at below production costs.

  • Module re-balancing

    Can you ask Fozzie to get a move on with the module rebalancing - my tech II pet hates are:

  • Target painter II - why bother as Phased Weapon Navigation Array Generation Extron has the same states and lower CPU usage.

  • Signal Amplifier II - Type-D Attenuation Signal Augmentation has same range bonus and better cpu usage and does not require electronic upgrade V to fit (level 1 is fine).











  • GreenSeed
    #37 - 2014-09-01 22:14:17 UTC  |  Edited by: GreenSeed
    Bugs:

    - When starting a job and quickly switching to another BP sometimes causes the new BP to become unresponsive until a third BP gets chosen . (happens fairly often)

    - Sometimes when starting a lot of corp jobs, jobs started by one character wont update to the rest of the corp members, showing the BPs used by that person to show as "available" to be installed. (can't reproduce, but happens often)

    General nuisances:

    - Cost reduction for bulk jobs kicks in after a certain number of runs, increasing the number of runs past that point does not result in any additional reduction in material. this effectively makes the minimum batch run to optimally be the cost reduction point. doing it otherwise is just unreasonable. so why have the cost reduction to begin with? just include it on the BP... (im talking mainly about components, modules, and the like here.)

    - teams didn't work, cant be assed to see if any teams are up for contract and going for the second best is hardly worth the effort. why not adding a "recommended" list of teams based on whats been mostly built? this way they would see more movement.

    - Public Index information is not good. not good at all. make it not available for lowsec/nullsec systems unless the player flies to the system/station in question.

    - why are used BPs listed o the job starting list? we need a "also show used BPs" check box.

    - there's been a mayor improvement of the BPC management, but it is still a nightmare. probably with better container control things could improve.

    - multiple job starting is still due. if we still had the old UI and the only change Cirrus brought was the ability to start multiple similar jobs at the same time i would have been equally happy with the changes. (takes that little to keep us industrialists happy.)

    - Data interfaces show as part of the total cost of an invention attempt, even when they are not consumed.




    Hashi Lebwohl wrote:


  • Signal Amplifier II - Type-D Attenuation Signal Augmentation has same range bonus and better cpu usage and does not require electronic upgrade V to fit (level 1 is fine).




  • its +2 targets, if you care for it its definitely worth the training time. (i have it)
    Scaugh
    Republic Military School
    Minmatar Republic
    #38 - 2014-09-01 22:43:16 UTC
    Querns wrote:
    Drago Shouna wrote:
    I don't know what the answer is, but I do feel that if anyone could compress ore in any station it would quickly become worthless. Yes you'd get your minerals, but it would soon become pointless as selling raw ore or minerals would still be more viable due to the competition.

    It'd be worth at least 10-20% more than the minerals are worth, just because nullsec can afford to pay that much more for it.


    i did a basic spreadsheet and I can refine in a highsec station without the RX04 implant and the resulting minerals are worth more than the ore. Using the RX04 implant just about doubles the profits.

    So i guess the big market guys are not paying enough for high sec ores and does not incentiveise me to compress.
    Scaugh
    Republic Military School
    Minmatar Republic
    #39 - 2014-09-01 22:55:41 UTC
    priority list (not in any order)

    1. Make it so the industry UI can be resize. I'd like to be able to see more than it when i have it open.
    2. Show me as a hint the actual system cost index not just a part filled red bar.
    3. Allow me to be able to select high sec / low sec or null only station facilities from a drop down menu in the industry UI
    4. Teams, teams, teams. there is not enough time in the day to explain how i feel trying to search through them. For starters.
    my screen only allows 4 of them displayed at a time. Try to type in "deep space transport" in the filter results in nothing yet it is a ship class than s displayed as effected by teams. and so on..........
    Retar Aveymone
    GoonWaffe
    Goonswarm Federation
    #40 - 2014-09-01 23:29:35 UTC
    Scaugh wrote:
    Querns wrote:
    Drago Shouna wrote:
    I don't know what the answer is, but I do feel that if anyone could compress ore in any station it would quickly become worthless. Yes you'd get your minerals, but it would soon become pointless as selling raw ore or minerals would still be more viable due to the competition.

    It'd be worth at least 10-20% more than the minerals are worth, just because nullsec can afford to pay that much more for it.


    i did a basic spreadsheet and I can refine in a highsec station without the RX04 implant and the resulting minerals are worth more than the ore. Using the RX04 implant just about doubles the profits.

    So i guess the big market guys are not paying enough for high sec ores and does not incentiveise me to compress.

    You need to compress the ore. Go look at compressed ore prices.