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Dev blog: Lighting the invention bulb

First post First post
Author
Karash Amerius
The Seven Shadows
Scotch And Tea.
#81 - 2014-09-11 17:55:30 UTC
Ekaterina 'Ghetto' Thurn wrote:
Karash Amerius wrote:
Data Interfaces being removed and reimbursed is fine. What about the pirate materials found at Data Hacking sites? What happens to the components/materials used to produce Data Interfaces?


They are used in other stuff too. Sssshhhh. Blink


The storyline gear is miniscule as far as production goes. I admit to not being an industrialist...maybe there are more uses?

Karash Amerius Operative, Sutoka

Querns
Science and Trade Institute
Caldari State
#82 - 2014-09-11 17:56:32 UTC
Sir SmashAlot wrote:
I am thrilled that industry is continuing to receive love from CCP and I look forward to these invention changes.

However, I would strongly urge that CCP begins communicating that there is Null sec/SOV changes in the works if there are any. Flashy new mechanics add little value to industrialists if they are selling into a congested market.

I guess no one watched the Alliance Tournament. They laid down the general order of changes forthwith: starbases, then nullsec.

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

Vartan Sarkisian
Phoenix Connection
#83 - 2014-09-11 18:00:36 UTC  |  Edited by: Vartan Sarkisian
Currently even though invention takes 1 run from a BPC, you still currently need 10 BPC to set of 10 inventions of the same item at any one time, becuase the BPC is tied up for the duration of the invention.

You mention multiple invention runs which is great but will that mean the BPC is NOT tied up in the invention process so that we can have literally 1 max run BPC that we can use for setting up 10 invention runs at once?

under multiple invention runs you also mention so they don’t have to launch them manually every hour, which is what we’re going to do with this set of changes. Does this mean that we can set off as many invention runs that we have skills for an then another set could run afterwards.

So I could set of 10 inventions, queue another 50 inventions then go off and do something else?

Alos, and I probably missed it in the wall of text, but how will we increase our % chance of success within this new system?
Mackenzie Nolen
Doomheim
#84 - 2014-09-11 18:02:45 UTC
CCP Ytterbium wrote:
Fade Toblack wrote:
Querns wrote:
Considering that "Battleship Construction" is being transformed into "Advanced Battleship Construction," that'd be impossible. :V


Ah in that case, CCP need to improve the confusing image I linked, because it still lists "Cruiser Construction" as a pre-req for "Advanced Battleship Construction". Roll


Yes, those should be "Advanced Battleship Construction" and "Advanced Cruiser Construction" on the screenshot Oops


Would this not be a good time to simply remove cruiser/frigate requirements from T2 battleship construction?

This was done for ship piloting to facilitate specialization; I don't see why that shouldn't apply to manufacturing as well. If I want to produce battleships why would I be forced to learn cruiser production first? Surely there are other relevant skills that can be used as pre-req time sinks similar to the changes made to spaceship command skills.

On a separate note, the baseline % chance success increases from skills seems very underwhelming (and has always felt that way). A 10% total improvement spread across three separate rank 5 skills is pretty harsh. Can we not take this opportunity to make skills a bit more rewarding for this process? I should want to train some of these things to level 5.
Capsups
Atomic Mangocorp
#85 - 2014-09-11 18:08:10 UTC  |  Edited by: Capsups
So CCP, if I may come with a suggestion:

before utterly destabilizing the T3 market, wouldn't it be an idea to rebalance the various subsystems before making the cookie cutter builds extremely oversupplied because of the ability to freely choose the outcome of reverse engineering attempts?

The entire subsystem market revolves around that mechanic currently, because it's hard to keep up a steady supply of the cookie cutter subsystems that everybody wants since even with a rather sizeable investment into reverse engineering, you're not guaranteed to get any decent amounts of those subsystems.
Obil Que
Star Explorers
Solis Tenebris
#86 - 2014-09-11 18:14:29 UTC
Sir SmashAlot wrote:
I am thrilled that industry is continuing to receive love from CCP and I look forward to these invention changes.

However, I would strongly urge that CCP begins communicating that there is Null sec/SOV changes in the works if there are any. Flashy new mechanics add little value to industrialists if they are selling into a congested market.


How many times do they have to say it?

http://crossingzebras.com/wp-content/uploads/2014/07/3aa4d_eve-blocking.jpg

Industry > Stations/Outposts/Starbases > Corps/Alliances > Sov

We're on step 1. Fozzie and others have already stated in various townhalls, podcasts, etc that teams are already formed and working on it. CCP Seagull in the ama said as much but of course they're not going to tell you dates, timelines or anything else until it's ready to be discussed in a devblog just like these invention changes didn't until now.
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#87 - 2014-09-11 18:15:45 UTC
These changes are a very big resounding Meh. Does it seem natural that there's more of one type of datacore in use than another, or the wrong type of datacore? Probably not. Had it ever even occurred to me that this was some sort of 'problem' with industry. Nope.

Are data interfaces super-annoying to forget back in Jita, sure, I'll give that one to you.

Teams? I guess this is fine. Invention costs are usually pretty low though, so I guess I'll probably just run my invention out of Jita or Nibain or wherever the best team is.

As for the multiple inventions being chained together... This is more love/hate. It's my opinion that you guys are pretty careless about hacking time out of production. As others have pointed out you've basically killed T2 module production as the margins are getting low to the point of not worth doing for many people. Crius was basically a big minimum wage reducer for the T2 manufacturer. So my suggestion is to be sure to couple this with a compensatory time hike. Short example, I might be able to log on to put in 5- 1 hour inventions during a day where I'm not busy. So make sure to pump invention time up to 4.5 hours or so, otherwise I'll be able to do all of my corp's invention on a single character.

I was dead set opposed to Granularity when I first looked at it. I had my morning shower beer though and have adjusted my opinion. I can keep my planning centered around the bad bpc and be left with some extra mats at the end. Those mats are actually a pain in the butt, as they have to be reintegrated into future projects or sold back to market, but it's not the planning nightmare I first thought it would be. So basically another meh change. However I would beg that you let me view the ME/TE of my bpc's in the inventory window! Especially now that you'll be randomizing which ones I get!

To get out of the meh zone, y'all need to do a few things:

-Keep the chaining and increase invention time to compensate
-Go ahead with the T3 merge
-Add a bunch of end to end time back into T2 manufacturing. This pumps up margins to make it more worth doing.
-Add risk to manufacturing. This is the critical one. Crius made it impossible to lose at manufacturing. You guys need to genius up a way to incentiveize getting the mats into space for an extended period of time (significantly more than 24 hours) so that they are at risk of being destroyed. At the same time you have to ensure that this incentive doesn't provide null production with an unbeatable advantage. Something like pumping up station tax 100% might do the trick, but I'm sure it has down-sides.






Sizeof Void
Ninja Suicide Squadron
#88 - 2014-09-11 18:16:15 UTC
Steve Ronuken wrote:
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)

The problem is not the usefulness or uselessness of particular meta modules.

The problem is that almost all T1 modules are worthless, due to the overabundance of low (and high) meta modules and their comparitvely lower cost - the market value of low metas primarily being based on their reprocessing value (which recently dropped even further due to the 50% reprocessing change).

There is simply no reason to fit most T1 modules, due to stats and cost, and thus not much reason to build them (except as an ingredient for building T2 modules).

This, in turn, has left the noob industrialist without much opportunity to build anything which is profitable, except T1 ammo and rigs.

T1 modules have been long overdue for a major fix. Outside of RvB, when was the last time someone posted a T1-only fit?
Sizeof Void
Ninja Suicide Squadron
#89 - 2014-09-11 18:17:42 UTC
Will the T2 mining ships - Hulk, Mackinaw, Skiff - still be considered Gallente, for the purposes of the second Science skill?
Zappity
New Eden Tank Testing Services
#90 - 2014-09-11 18:18:38 UTC
What gameplay does multiple outcome tiers add? This SEEMS like good gameplay (more choices etc) until you realise that EVE industry is not 'crafting' but rather batch manufacturing. All that matters is the long term average.

Remove RNG and focus on more ways to modify that long term average. RNG just adds another calculation to a spreadsheet without adding gameplay. People doing high throughput invention won't even read the outcomes but just work on the average.

Also, I think we need some more detail on meta module tiericide now.

Zappity's Adventures for a taste of lowsec and nullsec.

Zifrian
Federal Defense Union
Gallente Federation
#91 - 2014-09-11 18:22:56 UTC  |  Edited by: Zifrian
Thanks for the devblog.

Two questions/issues:

1 - With Battleship construction, right now it provides no bonus to production but is required at different levels to build higher level items. While I'm not really OK with allowing anyone who trains a skill to level 1 to build more advanced items than people who make the decision to train that skill for no other reason than to build those advanced items,

- What bonus will Advanced ship construction skills have to want to raise them to level 4 or 5?
- If you do not provide a bonus, then what purpose does a level 4 Advanced ship skill have in this new system and will you reset these skills for all players?

2 - Costs of T3 items are primarily determined by Melted Nanoribbons and one or two polymers. Will you adjust the salvage drop rates (maybe this should have been done with the WH updates) or readjust the requirements so that there is a more dynamic market for building T3? After you dumb this down and combine it with invention, the market is going to tank and cease to be specialized. Can you make some sort of adjustments to ensure that doesn't happen as badly?

A final reaction: while the tiered level of invention success and failure looks good and all, it's just going to muck up any sort of industrial planning. If that's what you want to do, fine but most people don't run an invention job without trying to figure out if it's worth their time over the long run. Also, people usually don't run one or two invention jobs, they do 100's. But you know this. I'm not convinced on this change really.

Thanks

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Charlie Firpol
Brutor Tribe
Minmatar Republic
#92 - 2014-09-11 18:27:24 UTC
Zappity wrote:
What gameplay does multiple outcome tiers add? This SEEMS like good gameplay (more choices etc) until you realise that EVE industry is not 'crafting' but rather batch manufacturing. All that matters is the long term average.

Remove RNG and focus on more ways to modify that long term average. RNG just adds another calculation to a spreadsheet without adding gameplay. People doing high throughput invention won't even read the outcomes but just work on the average.

Also, I think we need some more detail on meta module tiericide now.


Thw worst thing that can happen to you is, you will have left over materials. There is no negative ME randomness. Is that such a problem? oO

The Butcher of Black Rise - eve-radio.com

Harvey James
The Sengoku Legacy
#93 - 2014-09-11 18:30:04 UTC
i really hope prices on T3 subs drop significantly .. having subs from 10 -50 mil is bad and makes T3's far less versatile .. that and rigs ofc ... but the subs costing more than the hull is just bad design ...

subs being say 3-4 mil each is much healthier for T3 versatility

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Zappity
New Eden Tank Testing Services
#94 - 2014-09-11 18:30:05 UTC
Sizeof Void wrote:
Steve Ronuken wrote:
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)

The problem is not the usefulness or uselessness of particular meta modules.

The problem is that almost all T1 modules are worthless, due to the overabundance of low (and high) meta modules and their comparitvely lower cost - the market value of low metas primarily being based on their reprocessing value (which recently dropped even further due to the 50% reprocessing change).

There is simply no reason to fit most T1 modules, due to stats and cost, and thus not much reason to build them (except as an ingredient for building T2 modules).

This, in turn, has left the noob industrialist without much opportunity to build anything which is profitable, except T1 ammo and rigs.

T1 modules have been long overdue for a major fix. Outside of RvB, when was the last time someone posted a T1-only fit?

Meta 4 modules are incredibly useful because of lower fitting requirements. Here's my guess at the tiericide changes:

Meta 4 will have similar stats to T2 but lower skill requirements. They will probably be given a specific class name to differentiate.
Meta 2 and 3 will have slightly lower effect stats (e.g. DPS for a gun) but bonus to either CPU or powergrid.
Meta 1 will largely be removed.

If drop rates are unchanged, meta 4 value will probably decrease on average while meta 2 and 3 increase but not anywhere close to current meta 4 prices. Specific CPU- and powergrid-bonused variants will be more popular depending on common fits so expect some specific meta 2/3 to remain worthless.

Zappity's Adventures for a taste of lowsec and nullsec.

Zappity
New Eden Tank Testing Services
#95 - 2014-09-11 18:33:52 UTC  |  Edited by: Zappity
Charlie Firpol wrote:
Zappity wrote:
What gameplay does multiple outcome tiers add? This SEEMS like good gameplay (more choices etc) until you realise that EVE industry is not 'crafting' but rather batch manufacturing. All that matters is the long term average.

Remove RNG and focus on more ways to modify that long term average. RNG just adds another calculation to a spreadsheet without adding gameplay. People doing high throughput invention won't even read the outcomes but just work on the average.

Also, I think we need some more detail on meta module tiericide now.


Thw worst thing that can happen to you is, you will have left over materials. There is no negative ME randomness. Is that such a problem? oO

Exactly. That's the worst that can happen and since it all averages out what's the point of it? There is no gameplay here when you account for the scale at which EVE manufacturing is done. Looking at this from a single run perspective ("Oh wow, I got an EXCEPTIONAL result!") is unrealistic.

Zappity's Adventures for a taste of lowsec and nullsec.

Ydnari
Estrale Frontiers
#96 - 2014-09-11 18:35:37 UTC
Sentient Blade wrote:
He's the problem I see. You're making it progressively more complicated to run calculations and analysis on what is necessary to produce, this punishes people willing to make the time investment to work things out properly.

Say I wanted to invent 90 ishtars, I would calculate the amount of materials to produce them using the best value racial decryptor (3 run) and invest in buying those component materials. I would then proceed to have my characters do as many invention jobs as necessary to get the 30 runs (i.e. 30 successful operations).

Now, by throwing more randomness into the fire, I'm not sure what I need without going through, checking every single blueprint and adding them all up, grouping them, calculating them all in turn and then merging the results back together.

I love the idea that failure does not have to consume all of the datacores, but dislike all the extra calculator work that can only be known once the invention jobs have completed.

I could of course save the extra components for a later build, but that then adds more leg-work by having to factor that in when building the next round of materials.


This coupled with the loss of ability to copy and paste tables of blueprints out of game makes it a real pain.

Previously you could open up the "group window" and copy and paste blueprint details, including runs, ME and PE, and you could then plan based on what you have by chucking it into a spreadsheet or a third-party tool. This went away in Crius.

This could be fixed again by making the blueprints list in the Crius UI copy and pastable as a table again.

There is a new blueprints API but it is not very useful for inventors, as it only updates every 24 hours - invention blueprints are transient and having to leave them in the same place for 24 hours to get data out isn't very useful - the API's only good for static BPOs.

--

GeeShizzle MacCloud
#97 - 2014-09-11 18:57:33 UTC
would like to congratulate whoever created this image used in the dev blog

invention chance new

as i thought it was a quite eloquent depiction of the fine line between genius (exceptional) and insanity (critical).
Rivr Luzade
Coreli Corporation
Pandemic Legion
#98 - 2014-09-11 18:58:07 UTC  |  Edited by: Rivr Luzade
Charlie Firpol wrote:
Zappity wrote:
What gameplay does multiple outcome tiers add? This SEEMS like good gameplay (more choices etc) until you realise that EVE industry is not 'crafting' but rather batch manufacturing. All that matters is the long term average.

Remove RNG and focus on more ways to modify that long term average. RNG just adds another calculation to a spreadsheet without adding gameplay. People doing high throughput invention won't even read the outcomes but just work on the average.

Also, I think we need some more detail on meta module tiericide now.


Thw worst thing that can happen to you is, you will have left over materials. There is no negative ME randomness. Is that such a problem? oO


It actually is a big problem because it piles up and without a lot more effort involved in including the left-over materials into new production batches, they continue piling up. It's already a problem now as I currently run a couple of T2 component productions for my subsequent T2 ship production. The thing that happened now is that I have loads of materials left over, both for the T2 components as well as finished components from the ships. And this is very irritating.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

probag Bear
Xiong Offices
#99 - 2014-09-11 18:58:25 UTC  |  Edited by: probag Bear
Callic Veratar wrote:
I've been thinking for a while about the decryptor rebalance for a while and have been trying to puzzle out a reasonable system.

The variables that a decryptor modify are very different in value. ME boosts are, by far, to be the most valuable. TE modifications are, in my opinion, mostly useless. There's never been a situation where I need to manufacture something so much sooner that a couple hours will make a difference. Probablility and runs are somewhere in the middle depending on what you're working with.

I'd like to see the decryptors modified to remove penalties. For example, something like this:


  1. +3 ME +2 TE +10% Chance +0 Runs
  2. +1 ME +6 TE +10% Chance +2 Runs
  3. +1 ME +2 TE +30% Chance +2 Runs
  4. +2 ME +4 TE +10% Chance +1 Run
  5. +1 ME +4 TE +20% Chance +2 Runs
  6. +2 ME +2 TE +10% Chance +2 Runs
  7. +0 ME +2 TE +10% Chance +5 Runs
  8. +0 ME +2 TE +50% Chance +0 Runs


Yes, they might be a bit more homogenous, but that's mostly the point. Small variations on 'all good' makes it much harder to pick than just going with a Process decryptor every time. Additional decryptors that modify the chance of getting a non-standard result would also be cool. Some that, on failure, spit out a meta print or reduce (or increase) datacore consumption could also be useful.

The most important thing I see is that a decryptor that lowers ME will *never* be useful except in the most niche of niche circumstances and should be avoided.


The rise of Augmentation and its dethroning of Symmetry begs to differ with you.

Also, TE and Runs are very easily merged together into a single attribute. If you operate in a field where datacore costs are minor, you can also merge in +% chance, and the only attributes you're finally left with are +ME and Optimal SSlot/MSlot Ratio Modifier.
Clifton Oksaras
Doomheim
#100 - 2014-09-11 19:03:38 UTC
Oi. While I actually like most of these changes, It means I probably have to wait another 2-3 months for Zifrian's Eve IPH, which sucks.