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Crius state of play

First post First post
Author
Querns
Science and Trade Institute
Caldari State
#41 - 2014-09-01 23:35:25 UTC
CCP Greyscale wrote:
Hi everyone,

I'm going to read this properly tomorrow, but in the meantime I'm just dropping in to suggest that if you want to have a longer discussion about particular things, it'd be super helpful if you created a spin-off thread and link it from here, mainly because it makes it much easier for me to follow separate conversations when they're not interleaved :) What's all here is great, I'm just wary of coming back in the morning and finding ten pages about compression ;)

Thanks!
-Greyscale

Ah, sorry about that.

I've taken the liberty of making the adjunct thread you requested.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

SJ Astralana
Syncore
#42 - 2014-09-01 23:39:21 UTC
On the topic of sniping, I'd like to see the bid changed to maximum bid, similar to ebay. In the UI, you would see the current winning bid, but you wouldn't see the winning bid's maximum bid. That way, a bidder can do a valuation, set the maximum, and have incremental bids dropped in until a winner is determined.

Hyperdrive your production business: Eve Production Manager

Retar Aveymone
GoonWaffe
Goonswarm Federation
#43 - 2014-09-02 00:21:01 UTC
SJ Astralana wrote:
On the topic of sniping, I'd like to see the bid changed to maximum bid, similar to ebay. In the UI, you would see the current winning bid, but you wouldn't see the winning bid's maximum bid. That way, a bidder can do a valuation, set the maximum, and have incremental bids dropped in until a winner is determined.

This would be fantastic.
GreenSeed
#44 - 2014-09-02 03:40:18 UTC
i think on teams a priority is to have a proper shotgun rule first. or anything, really... its just seems thrown in there as a half realized idea.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#45 - 2014-09-02 05:02:26 UTC
  • The industry window doesn't resize well making it difficult to use and difficult to multi-task with.

  • The industry window doesn't pin, dock or go transparent like other windows do.

  • The start job button turns into the cancel job button once pressed, making costly mistakes more likely than they need to be.

  • The blueprints list is very slow for people with lots of blueprints and includes lots of greyed out blueprints. It needs to be faster, better filtered, better paged etc.

  • Team bidding/sniping and general feedback on the progress of your bids needs improvement.

  • The changes to production speed on some blueprints has enabled very small numbers of players to supply the entire market, which I didn't think was something you wanted to do.

  • Many of us would like further information about the future of T2 BPOs or at least a timescale for the arrival of that information, because they are a significant part of many players gameplay and for some of us they are the chief appeal of the industry system, so we'd like to be able to make informed decisions on what to do next.
Tzar Sinak
Mythic Heights
#46 - 2014-09-02 05:43:56 UTC  |  Edited by: Tzar Sinak
Can the BPCs tooltip also include the remaining number of runs?

Could we please have the same dialogue box for POS reprocessing as exists in stations?

I can install jobs, receive jobs, bid for teams, even do all sorts of PI and market activity remotely but I cannot refine ore in a station without actually being in the station! Please allow remote reprocessing.

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Team Bidders
Doomheim
#47 - 2014-09-02 05:54:47 UTC
Overall, I like Crius.

I've been a manufacturer since I joined EVE Online 3 years ago. I spent 90% of my EVE time building or trading T2 ships. Although I have only 21 manufactring slots and 22 science slots, I managed to sell 40 Billions worth of ships and created profit of 10 Billions in August alone. I also actively participated in team biddings and won 8 teams so far.

What I LIKE most about Crius:

1. Reduction of clicks needed: Now the new UI remembers my last settings on the BPCs, which really made my life a lot easier. No more 5 clicks just to install a jobs!

2. Dynamic nature of industrial world: With the introduction of job cost index and teams, players no longer have the same universal cost. This has definitely driven some players away and opened up the space for professional manufacturers like me.

What I DISLIKE most about Crius:

1. The new industry window is too small: Before Crius, I can see 30+ jobs in the industry window. Now I can see about 8 jobs. Since I always have 43 jobs (including manufacuring & science) running at the same time, I have to scroll a lot just to find out what ships I am or am not buidling.

2. Team auction interface: Please, we need a list of teams we are bidding for. I hate having to scroll down the window and put mouse cursor on hundreds of teams just to find out what bids I have submitted.

3. Short production time on some items: In the past, a 10-run 1400MM Artillery II BPC needs roughly 3 days to manufacture, with the help of Rapid Assembly Array. Now the production time is only 8 hours in a regular Equipment Assembly Array, which made Rapid Assembly Array useless. In addition, I have a real life outside of EVE world and I can't log on every 8 hours to start a new job. In order to solve the problem, I suggest CCP add a new function : T2 BPC consolidation. If I can combine 3 10-run 1400MM Artillery II BPCs into one 30-run 1400MM artillery II BPC, I can start a 24-hour job, which is more reasonable. Longer runs will also allow us to make better use of the material savings.
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#48 - 2014-09-02 06:15:15 UTC
I made up a bit of a wish-list a while ago that's still valid here

As for my general impressions of Crius, they're a mixed bag. The UI is certainly much improved, and with a little more refinement will become excellent. I think it has the potential to completely replace an out of game tool, which would be very neat from an accessibility point of view.

I'm pretty non-plussed about the Teams and job cost system, sniping aside. It may have accomplished its goal of spreading people out, but from what I've seen the terrain still ends up being pretty flat. I do a pretty significant amount of cost-benefit analysis in planning the corps production, and my bottom line is that it doesn't actually matter very much where you build. You can bulid close to Jita and save on shipping and pay higher job cost, or you can build far away and pay more on shipping and pay less on job cost and have less access to 'free' teams. There's some wiggle room to be had, but nothing significant.

As far as build times go, as the economy begins to settle its pretty clear that T2 modules and small ships got hit pretty hard as expected. The decrease in end to end time closed up the margins and made the selling market crowded and nasty. Things aren't completely shut down, but they're tight enough to reduce the incentive to participate.

Overall I still think the big opportunities for conflict drivers were whiffed. No one's come trying to knock down my POS's or fight me for a moon. If threatened with war-dec it's simple to grab the bpo's out of the POS and turtle up at a station for a minor loss to productivity. This is actually a set-back in my opinion from pre-Crius, where a war-dec could conceivably halt your invention by shutting down your POS. There's practically nothing that you can build in high-sec that would create any risk for the builder.

More positively I can say that the Crius changes have peaked up some interest in my line members in learning more about production. I think the improved UI is the main reason for that.

If there's any steam left for more changes I hope that you direct them towards removing internal threats to production by making manufacturing more corp friendly. I hope you increase the external threats to production by making manufacturing more dangerous by providing large benefits to building in space, along with big rewards to blapping POS's to drive conflict. As it stands there isn't any external threat, and the corp permissions all suck so
Zakarumit CZ
Zakarum Industries
Forgers United
#49 - 2014-09-02 06:34:58 UTC
Please add some overview of my current industry team bids.
Saisin
Chao3's Rogue Operatives Corp
#50 - 2014-09-02 06:49:35 UTC
I am not an industrialist, but Cryis has piqued my interest into starting to produce something. I like the new industry screen's design, so for my perspective it is all good.
Also, it is a good thing to gather serious feedback from the community that way, long after the passions have cooled down.
+1 for the initiative...

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Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#51 - 2014-09-02 08:31:00 UTC
Retar Aveymone wrote:
The invention job cost should not include the cost of the interfaces (as those are not used up).



If you're talking for the calculation for the cost to install the invention job, it doesn't.

It's based off the cost to build thing you're inventing to.

Source: the numbers match up with my calculator which does it that way.

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Carniflex
StarHunt
Mordus Angels
#52 - 2014-09-02 08:47:54 UTC
I am relatively neutral about Crius. Some ME conversions were annoying (like rigs, prints that used to be perfect were not so anymore after the patch).

A - note. As far as I'm aware the standings one has towards the station owner do not affect the NPC tax in manufacturing/researching. This is inconsistent with market behavior where standings with the station owner do affect the NPC taxses. So it would be great if standings with a station owner would also affect NPC tax in industry or if this is undesirable the standings affecting the tax on markets (and refining if this is still the case) should be removed. So that standings either matter or do not, not the current mixed situation where they sometimes do and sometimes dont.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Samsara Toldya
Academy of Contradictory Behaviour
#53 - 2014-09-02 09:15:18 UTC
Maybe I am too new to the game but for what I see:

Pre Crius I wasn't able to manufacture in Jita 4-4 because of slot limitation.
I had to use Frog/Push contracts to get my stuff to my manufacturing facility and had to use Frog/Push to get my stuff back to a trading hub.
That ended (and still ends) up to 8 days of waiting. A very long period of time considering the market.
Of course I could use the fast delivery options by paying an extra fee.

Past Crius I started to manufacture my stuff in Jita 4-4, cutting off the logistic and beeing able to adapt to market fluctuations within a second. I even took out the risk of losing my goods to suicide gankers and wardecs wouldn't shut down my business.
Because of higher installation costs in Jita 4-4 my margins got tighter, but still I would be able to make higher overall profit due to cutting of logistics (ISK and time) and risks.

For what I see the system cost index doesn't work the way it should work.
Manufacturing in Jita 4-4 is WAY too cheap considering the benefits or facilities >10 jumps out are WAY too expensive.
To me moving out 10 jumps won't lower the system cost index enough to justify the extra effort.

As for "new player experience" I still don't see an easy way to get into manufacturing.
Yes, to find a blueprint worth looking at one only has to take the blueprint data out of a YAML file, mix it with some data in a MSSQL database, put in some imported prices and average sell volume out of a XML file delivered by eve-central, fetch some things like system cost index and base price out of CREST, use the charakter blueprint API, the charakter skill API, ... and he is good to go if he doesn't f*ck up formulas.
Or he could take a week off ddosing Fuzzwork with every single blueprint available and each blueprint for different locations and...

I see why Production Efficiency was taken out of the game as it had been a "must have" skill for new players.
Still I don't see the need to change it to a time reduction. We already are building stuff faster than those items are used.
I'd love to see this skill reducing the installation taxes or installation costs as we are able to reduce taxes for reprocessing with standing, broker fees with standing and skills and planetary interaction taxes with skills.
Now I can build a Rifter faster than before Crius and lose even more ISK per hour. I'd like to produce cheap, not fast.
There are a lot of tech1items where one slot and 24 hours of production would be enough to cover the Jita tradevolume of one week or even a month (like... capital cargohold rigs, mining foreman links, ...). Reducing the production time allows me to offer MORE of them, but it doesn't allow me to lower my prices to attract more customers.

How many Strip Miner I were produced during august 2014 - and how many Strip Miner I were destroyed or used for T2 production?
How many Damage Control Units II were produced during august 2014 - and how many DCU II were destroyed?

I think that if you would take a look at units produced vs units destroyed you would agree that the ability to produce stuff even faster isn't the option you should go for.
Oversupply tighten the margins, tight margins take new players out of manufacturing.

And while you are looking at numbers I'd like to ask:
How many production jobs were installed pre crius on an average per month and how has this figure changed?
That would be my personal indicator of wheter those changes are good or bad.

I really like some of the changes made... yet I stopped with the industry part of the game.
I don't find the motivation to update my spreadsheets each time a blueprint is changed and I fail to see an easy way to import my blueprints without using different sources like YAML, XML, SQL, CREST and whatever.
If the charakter blueprint API would include the materials needed to build stuff with given ME/TE I'd take a look at it...
Selaria Unbertable
Bellator in Capsulam
#54 - 2014-09-02 09:53:45 UTC
In general, I'm quite pleased with the industry changes, especially the new UI. Starting jobs on multiple characters is no longer a pita, it goes much more smoothly. That being said, there is always room for improvements:

1) Facility sorting in the blueprints tab. No idea how it's currently done (by itemID maybe?), but an alphabetic sorting would be helpful, especially if you name your POS arrays after a certain schema.

2) The job tab is sometimes quite laggy, as some others have pointed out.

3) I think you guys overshot the production times on T2 modules. Before you could spend a day or two on each 10-run-bpc, now the times are down to several hours. With the slightly increased build times on ships, I think this was a little too much.

4) Invention... The UI changes made this part of industry far less annoying, but what I would like to see is some kind of bulk invention. Maybe with a limit of 24 or 48 hours maximum, but it should be possible with the new UI, shouldnt it? This would make it less annoying to start new invention jobs every few hours, most of us do have a real life you know? ;) Furthermore, you would no longer have to make so many low-run copies, but instead fewer with more runs. That would make the blueprints list a little clearer imho.

And some of the things said before, like an overview on your own team bids... But so far, quite satisfied with the changes.
Steve Ronuken
Fuzzwork Enterprises
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#55 - 2014-09-02 10:06:20 UTC
Retar Aveymone wrote:
SJ Astralana wrote:
On the topic of sniping, I'd like to see the bid changed to maximum bid, similar to ebay. In the UI, you would see the current winning bid, but you wouldn't see the winning bid's maximum bid. That way, a bidder can do a valuation, set the maximum, and have incremental bids dropped in until a winner is determined.

This would be fantastic.



How would you handle multiple bids?

The way the system works now is: multiple people can all put bids in, which count to the system level bid.

X puts 3
Y puts 7
Z puts 15

which leads to a total bid of 25 for the system.


If the next highest bid for a system is 20, what you're suggesting would go up to 21. But how does that break down into X Y and Z's bids, for ISK returned?


(not saying it's a bad idea. Just wondering how you'd suggest implementing it)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#56 - 2014-09-02 10:12:22 UTC
Samsara Toldya wrote:

I really like some of the changes made... yet I stopped with the industry part of the game.
I don't find the motivation to update my spreadsheets each time a blueprint is changed and I fail to see an easy way to import my blueprints without using different sources like YAML, XML, SQL, CREST and whatever.
If the charakter blueprint API would include the materials needed to build stuff with given ME/TE I'd take a look at it...



pssst. I put together a few useful things. So has lockefox.


Spreadsheet with the materials to make things:
https://www.fuzzwork.co.uk/dump/hyperion-1.0-101505/industryActivityMaterials.xls.bz2
(there are others in the same directory that you'll probably want. invTypes for lookups for the names. industryActivity* for other industry details)

If you want to load your list of blueprints into a google docs spreadsheet:
https://github.com/fuzzysteve/eve-googledocs-script/blob/master/blueprints.gs


If you want a bunch of handy functions for getting indexes and so on:
http://eve-prosper.blogspot.co.uk/2014/07/building-better-spreadsheets-crius.html



https://www.fuzzwork.co.uk/blueprint/costindex.php if you want to browse indexes out of game. The map if you want to look in game.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Selaria Unbertable
Bellator in Capsulam
#57 - 2014-09-02 12:20:52 UTC
Steve Ronuken wrote:
Samsara Toldya wrote:

I really like some of the changes made... yet I stopped with the industry part of the game.
I don't find the motivation to update my spreadsheets each time a blueprint is changed and I fail to see an easy way to import my blueprints without using different sources like YAML, XML, SQL, CREST and whatever.
If the charakter blueprint API would include the materials needed to build stuff with given ME/TE I'd take a look at it...



pssst. I put together a few useful things. So has lockefox.


Spreadsheet with the materials to make things:
https://www.fuzzwork.co.uk/dump/hyperion-1.0-101505/industryActivityMaterials.xls.bz2
(there are others in the same directory that you'll probably want. invTypes for lookups for the names. industryActivity* for other industry details)

If you want to load your list of blueprints into a google docs spreadsheet:
https://github.com/fuzzysteve/eve-googledocs-script/blob/master/blueprints.gs


If you want a bunch of handy functions for getting indexes and so on:
http://eve-prosper.blogspot.co.uk/2014/07/building-better-spreadsheets-crius.html



https://www.fuzzwork.co.uk/blueprint/costindex.php if you want to browse indexes out of game. The map if you want to look in game.


And don't forget Qoi with her page:
http://eve-industry.org/calc/
Retar Aveymone
GoonWaffe
Goonswarm Federation
#58 - 2014-09-02 12:53:16 UTC
Steve Ronuken wrote:
Retar Aveymone wrote:
The invention job cost should not include the cost of the interfaces (as those are not used up).



If you're talking for the calculation for the cost to install the invention job, it doesn't.

It's based off the cost to build thing you're inventing to.

Source: the numbers match up with my calculator which does it that way.

I'm not, I'm talking about the tooltip that estimates how much the job costs. Hover over an invention job you're installing sometime and look at the costs.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#59 - 2014-09-02 13:36:57 UTC
Samsara Toldya wrote:
Past Crius I started to manufacture my stuff in Jita 4-4, cutting off the logistic and beeing able to adapt to market fluctuations within a second. I even took out the risk of losing my goods to suicide gankers and wardecs wouldn't shut down my business.
Because of higher installation costs in Jita 4-4 my margins got tighter, but still I would be able to make higher overall profit due to cutting of logistics (ISK and time) and risks.

For what I see the system cost index doesn't work the way it should work.
Manufacturing in Jita 4-4 is WAY too cheap considering the benefits or facilities >10 jumps out are WAY too expensive.
To me moving out 10 jumps won't lower the system cost index enough to justify the extra effort.

You're not alone in this.

Prior to Crius my production was divided between:

A number of 0.0 locations
One low-sec location
One hi-sec location outside of Jita
All of the stations in Jita

Now my production occurs in:

One station in Jita

...which isn't what the marketing blurb for Crius suggested would happen, but is absolutely what is right for my production operation post Crius.

I was fortunate/wise enough to avoid the Crius deployment horrorshow by ceasing almost all industry activities prior to the deployment, unlike many other supercapital producers who had a "fun" time dealing with the fallout!
Jo TwoTimes
Just Like Home
#60 - 2014-09-02 13:39:37 UTC  |  Edited by: Jo TwoTimes
a couple days ago i did post a crius feedback thread , focused on small changes to makes it easier for newbs to enter the business:
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=369053

didnt generate a lot of comments, maybe because its newbie related, but maybe worth a read anyway