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Dev blog: Lighting the invention bulb

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Author
Dinsdale Pirannha
Pirannha Corp
#21 - 2014-09-11 15:04:12 UTC
Love that graph displaying a significant surge in manufacturing being done.

How about breaking it down showing how much was done in high sec pre and post Crius. Or how many characters are doing industry today (and not 1 week's worth to test out the new system), as opposed to 1 year ago, and where they are located. Maybe that would explain the drop in the PCU.

I also love how many T2 profit margins, as predicted, are wiped out for the casual player now.
DC II's are at about 60-70% of their pre-Crius price, as an example, while risk of transportation, time required in said transportation, and overhaul hassle, has gone up exponentially.

If you can pull up detailed graphs exploring overall manufacturing, you could certainly produce detailed ones showing the activity and profit margins in the various sectors of space now.

But I am not holding my breath on that one.

As for these invention changes, who really cares anymore. (Though I am pretty sure you will get an earful from whatever wh groups are left after the jump range disaster)
You are making changes for change sake, as far as I can see.
You will do what you think is best, regardless of the player feedback.

Based on the activity level in game recently, that has worked out beautifully.

Do you guys really believe that changing this system into something else, even if it is supposed to be simpler, will encourage more people to play Eve in the long run? All it does it allow the casual industrial player to figure out faster that he should stop industry because he is barely making profits, or even losing ISK.

But hey, outside of a surge pre-Crius to use up some soon to be useless T2 BPC's, I don't do industry anymore, and shut down my indy accounts long ago. These new low prices actually are good for me, as module costs go down. Too bad they wreck the game for so many.
CCP Ytterbium
C C P
C C P Alliance
#22 - 2014-09-11 15:04:35 UTC
Querns wrote:
Very glad to see meta items and data interfaces being removed from the invention process.

A question (if it can even be answered at this point): how will decryptors affect the new non-binary success chance?


Since the non-binary success chance will be affected by anything that affects invention chance. Thus, decryptors with a high chance bonus may be worthwhile to use to try and get an exceptional result.

However, as mentioned in the blog, we'll need to make sure Decryptors are properly balanced not to break things in the new system.
KIller Wabbit
MEME Thoughts
#23 - 2014-09-11 15:09:33 UTC
Sure there was a surge of industry after the patch - people shut down weeks prior in order to not get raped over in the market after the changes. Show a graph of previous 6 months if you want cred CCP.
Davion Falcon
Those Once Loyal
#24 - 2014-09-11 15:09:55 UTC
So, first, let me caveat all this with of my 5 accounts, 4 are currently unsubbed. I used to run a large POS for T2 invention and production. Well, Crius rolled around and said to my spreadsheet "well, **** you" and obsoleted it followed by me looking at said spreadsheet, figuring how much more work I'd need to throw into it just to get back into operationg and said "well, **** that", and have been slowly unsubbing since. I don't have much of a dog in how this goes (yet).

Datacore normalization: I'm okay with, it'll make some waves in the market but hey, that's what happens with change.

T2 invention success rate: Your graphs x-axis makes no sense. But it appears that it won't be significantly different from inventing without meta items anyway, so it's okay.

Multiple outcomes to invention: Why? Dealing with invention means taking the long view of success % over time. When you're dealing with several hundred attempts, the success rate works itself out to the expected value. Adding 'granularity' to it adds nothing. If what looks like 7% (I can't ******* tell, I'm red/green colourblind and all those colors in that pie chart run together) of all invention jobs ended up with a mishmash of ME -1/2, that just means I'm going to end up with a little bit of excess spoor on the floor. The TE bonus? An hour or two one way or another isn't likely to make a lick of difference.

When I operated, and I suspect the majority of inventors were this way, I worked on a block 24 hour schedule. That means that I'm going to calculate everything normalized around setting a build/invention job batch once every 24 hours. Whether a job ends in seven hours or six and a half because of some TE bonus that I didn't bother to pay attention to, doesn't matter one bit to my cost/output calculation.

Ruthlessness is the kindness of the wise. Never forgotten, never forgiven.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#25 - 2014-09-11 15:10:41 UTC
Noriko Mai wrote:
Please proofread... will can also... bad lack = recieve something back?



Little bad luck. If you're not /really/ unlucky, you can get some of your datacores back. you've still failed, but it's not cost you so much.


Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Retar Aveymone
GoonWaffe
Goonswarm Federation
#26 - 2014-09-11 15:10:55 UTC
Dinsdale Pirannha wrote:
Love that graph displaying a significant surge in manufacturing being done.

"the facts are completely the opposite of everything I've claimed they will be. the facts must be wrong. bad facts, do what dinsdale tells you"
Z1gy
Vindicator Corporation
#27 - 2014-09-11 15:12:14 UTC
as an inventor i do agree with some of the comment regarding multiple invention run time - pls try to tweak it so that at least it will coincide with our RL work timer rather than making it into another alarm clock indy CTA!

I do not agree in removing data interface and substituting team for it.

i do like the non binary outcome for the t2 bpc and the abilities to choose the subsystem outcome for the t3 subs bpc

as for the JF - can increase the base chance or keep it as it were?

by merging RE and invention - will you making them bland?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#28 - 2014-09-11 15:12:53 UTC
Just as a note to people about Meta Items:

Module Teiricide is coming. All meta items will be useful (or removed if there's no way to have them being useful in comparison to other meta levels)

Don't have a timescale.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#29 - 2014-09-11 15:17:00 UTC  |  Edited by: Aliventi
When it comes to decyptors I always wished there was a way to dynamically build your own instead of the static decyptor we have now. Perhaps there is a way to change each current decyptor into giving a single bonus. Have one that gives +1 ME, another that gives +1 TE, another that gives +1 run, and another that give +% chance. Then we can use any number and combination of them that we choose (with a maximum) to have even greater influence on the output BPC.

Part of the changes for industry were designed to increase skill in industry so industry could be something you are "good" at. I feel like the ability to decide how to build the best decyptor for the job would take some skill.

Also, I kind of wished you would have just doubled the materials needed for invention and by doing so guaranteed success. This way if I want 20 BPCs I still need to invest the same amount of materials, I just don't have to try inventing 40 jobs to get there (with perfect skills). Then the skills could influence the % of exceptional, great, good, standard success. Great skills means you will have a competitive edge because you will get better T2 BPCs.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#30 - 2014-09-11 15:17:23 UTC
Steve Ronuken wrote:
Just as a note to people about Meta Items:

Module Teiricide is coming. All meta items will be useful (or removed if there's no way to have them being useful in comparison to other meta levels)

Don't have a timescale.

the correct phrasing is "Soon(TM)"
Atossa Exior
Midnight Conclave
#31 - 2014-09-11 15:18:03 UTC
Quote:
All Battleships, Industrial Command Ship have 25%
Capitals and Capital Industrial Ships have 20%


So confirmed T2 version of orca and rorqual?
KIller Wabbit
MEME Thoughts
#32 - 2014-09-11 15:18:29 UTC
Steve Ronuken wrote:
Just as a note to people about Meta Items:

Module Teiricide is coming. All meta items will be useful (or removed if there's no way to have them being useful in comparison to other meta levels)

Don't have a timescale.


BFD
CCP Nullarbor
C C P
C C P Alliance
#33 - 2014-09-11 15:18:39 UTC
KIller Wabbit wrote:
Sure there was a surge of industry after the patch - people shut down weeks prior in order to not get raped over in the market after the changes. Show a graph of previous 6 months if you want cred CCP.


Going back 2 years and redrawing the same graph tells the same story.

CCP Nullarbor // Senior Engineer // Team Game of Drones

Retar Aveymone
GoonWaffe
Goonswarm Federation
#34 - 2014-09-11 15:21:57 UTC
I'm kind of curious how you plan to refund interfaces, considering how stupendously worthless all the non-ship ones are. Not that it'll be much of a deal as the only people with any real amount of interfaces will be people betting on you over-compensating, but it'll be an interesting puzzle. What compensation do people need for a worthless item?
Z1gy
Vindicator Corporation
#35 - 2014-09-11 15:23:35 UTC
if i choose to do a what is the correct term - a continuous 30 runs invention using the new system - is each run success being calculated separately or in batches?

Coz as some of the poster have said - once you run enough large sample - eventually the success rate wont matter as much for some of the items.

probag Bear
Xiong Offices
#36 - 2014-09-11 15:25:30 UTC
And on another topic:

The random element in Reverse Engineering is currently the only thing that's keeping it an interesting, profitable, and balanced market.


  • Interesting: Players are given a stimulating problem to solve.
  • The calculations that determine what's optimal to Reverse Engineer are more complex than those needed for, say, invention. Yes, there are still algorithms that spell out the optimal course of action letter by letter. But they are more difficult to reach, and for some reason they are not shared with the public.

  • Profitable: Capable players profit greatly, while incapable players lose money.
  • Probably due to the above point, profits tend to be high in Reverse Engineering. Running off of 12 characters, I can make a direct profit of ~3-4bil in ~5 hours (3 sessions of S&I, so ~47 minutes of actual playtime), buying directly from sell orders and dumping onto buy orders (no extra time spent babysitting market orders).
    I can only do this once every three weeks, sure, due to the low demand for T3 subs. But the fact that potential profit rises higher every week as long as I don't crash the market shows that players with better scripts receive greater rewards. Which is one of the fundamental tenets of Eve.

  • Balanced:
  • "We are aware that Tech III subsystems are not all equally valuable right now" is a massive understatement.
CCP Nullarbor
C C P
C C P Alliance
#37 - 2014-09-11 15:25:51 UTC
Z1gy wrote:
if i choose to do a what is the correct term - a continuous 30 runs invention using the new system - is each run success being calculated separately or in batches?

Coz as some of the poster have said - once you run enough large sample - eventually the success rate wont matter as much for some of the items.


Each run will have their success calculated separately.

CCP Nullarbor // Senior Engineer // Team Game of Drones

Querns
Science and Trade Institute
Caldari State
#38 - 2014-09-11 15:31:50 UTC
CCP Ytterbium wrote:
Querns wrote:
Very glad to see meta items and data interfaces being removed from the invention process.

A question (if it can even be answered at this point): how will decryptors affect the new non-binary success chance?


Since the non-binary success chance will be affected by anything that affects invention chance. Thus, decryptors with a high chance bonus may be worthwhile to use to try and get an exceptional result.

However, as mentioned in the blog, we'll need to make sure Decryptors are properly balanced not to break things in the new system.

So, the chance for each type of successful result would be increased at the same time?

E.g. (with fake numbers): I have a 50% chance to invent normally, with a 30% standard, 10% good, 7% great, and 3% exceptional. I add a decryptor that changes my success chance to 75% -- would that change my success "bands" to 45% standard, 15% good, 10.5% great, and 4.5% exceptional?

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

Komi Toran
Perkone
Caldari State
#39 - 2014-09-11 15:32:51 UTC
Not liking the changes.

In my mind, anything that makes invention harder = good. Anything that makes it easier = bad. There are some exceptions to the rule, but generally, this is where the margins on T2 production come from. So you've got two things that qualify as good here. First, even if it's annoying, is the skill requirement rebalance. I may be sad that my Mechanics V skill won't be all that useful anymore, but eggs and omelets and all that. Second is the meta item removal. Lower chance of invention success means more time to successfully invent.

Now you go and muck it up by raising the invention chance for ships and including the new non-binary success chance. The dev blog states this is "quite needed to counteract the success changes," but it doesn't present any evidence of that assertion. The ability to have multiple invention runs alone could be enough. I find recovering datacores to be questionable, as they long ago lost 90% of their market value. This is just going to hit them again, which is another nerf to data sites.

In short, I was really hoping this was going to go the other direction.
Z1gy
Vindicator Corporation
#40 - 2014-09-11 15:36:12 UTC
Tech 3 hull manufacturing - will you guys reducing the skill from racial starship engineering 5 to 1 as it requisite skill to build them?

i know for the subsystem you need jury rigging 5 as a requisite to build them

thanks