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Dev blog: Industry & Teams - The Removal of Teams

First post
Author
Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#121 - 2014-12-18 16:15:02 UTC
What does CCP want? I read about hopes, but no detail on those hopes. Say it right away. We should not be expected to search for every Dev comment either. More direction in the little news feed link off the patcher would be great.

I think it is okay if ccp provides some guidance on how they would like to see the game played... and if they expressed those opinions the devs would get useful feedback.

Little seems to favor intelligent people working together. Lots of hesitation it seems on making changes to roles maybe in hopes to protect how people can betray one another. That said smart people often best work on their own and smart people do not trust others. Every time i want to start working with someone on an industry effort the same result happens, we trade BPOs and it always is someone in a different corp so either way we do not use the corp blueprint mechanics.

On top of that, getting people new to industry involved is so difficult and often hard to encourage player teamwork due to both ignorance of existing corp mechanics and the poor interface discouraging them from trying.

The new UI is great, but if you want teams i say work on the interface and permissions to allow us to do player teamwork better first, then work on getting npcs that take isk out of the economy.

Where as for me, i have 5 bpos for invention, and only a small handful of tech 1 bpos excluding rigs and no plans to get more, im not driven by the idea that i alone should make everything in the game so researching BPOs 24/7/365 sounds like a fools errand for individuals.

The devs should try and get into new player friendly indy corps and see how they actually run their business.
Dangeresque Too
Pistols for Pandas
#122 - 2014-12-18 16:59:14 UTC
Vodiann wrote:
The devs should try and get into new player friendly indy corps and see how they actually run their business.
I like the secret shopper idea. Maybe they would actually accept the feedback if they got to see it first hand instead of telling us to eat it because that isn't the way they think it should work.
Zifrian
The Frog Pond
Ribbit.
#123 - 2014-12-18 17:59:23 UTC
I'll just copy what I posted in the S&I thread on this.

Here's what I posted when teams were introduced: https://forums.eveonline.com/default.aspx?g=posts&m=4531250#post4531250
Quote:
Seems to me like there will be a big free rider problem here. If anyone can use the teams in a system, then why would I ever buy one? I guess because you are competing globally and it only applies to systems, so there is competition there, but I'm not sure people are going to plink down isk to get a benefit - especially if they can get that benefit from someone else's effort.

I'm not sure how this will play out over time. It seems like this will be a very niche benefit for null sec, where you can control who builds what, but in empire I don't get it. Seems like a private or corp/alliance auction system where only you get the benefits if won might be needed but then that will just allow larger entities from pushing out the smaller ones. Keep it open and you have free riders. We'll see I guess.

This will make the market much more dynamic, which i think is great. I was hoping teams was player generated though. Ie cooperative gameplay. This isn't it IMO.

It seems like this played out like I thought. I also had issues with the auction system, since it seemed obvious that the sniping effect could happen easily. I'm not sure why you didn't see this coming either.

Ultimately though I am frustrated by this because I feel like this wasn't a well thought out idea but really could have been implemented well. Now I (and others) have spent time using all the 3rd party dev support to update our apps for nothing. While I can understand you wanting to fix it, just turning it off because you can't work on it and don't have the resources is really disappointing. I understand Industry doesn't get the interest from devs (omg PVP rulz!) but you might want to consider how many people do industry that would use teams instead of the actual number of people using them. The demand is there, the implementation is the issue.

The number one issue with teams is the auction system. Sure people will complain about the bonuses but I bet those could be easily updated by adjusting your RNG for what teams it spits out. You could also duplicate bonuses on different teams so more people can get what they want.

Anyway, as others have said, leave in the teams - fix the auction system.

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

Import CCP's SDE - EVE SDE Database Builder

Nikita Van-Gogh
Doomheim
#124 - 2014-12-18 18:58:31 UTC
Yo guys,




My intrest in the Teams in the start, Was verry highly, but in the end, the use of intel, regarding the C,SC has been confirmed. they are still handy... but meh, i see alot of highsec use.... and this is a little unfair...

But why not make it System wide in nullsec?? The Ihub Hasnt been updated since years... Of-course now the High-sec Care bears will say WHY are you out of your mind? No, High-sec is High-sec and null sec is null-sec.

Highsec has there advance by "Immunity building in SAVE HEAVEN" except for the glorious hankers.. and then Teams with it??? that combo should not be happening....
of course the main production happens there.. but by forcing the High-sec industry to move Slightly to null-sec...


will this increase the population of null-sec?, who knows what ccp will do...
But to give this advance to Null-sec will attract more people into the direction of null-sec,
Material production increase for the high sec care bears?

regarding the upcoming changes this should be interested...

we all know those last patches are just the first few steps of the Stairs....
This things im rifting down are just me thinking open....
I wich you guys good luck,


PS: Guys i dont want troll reply's on this, These are just idea's and ofc can be replyedRoll

7o7
Balder Verdandi
Wormhole Sterilization Crew
#125 - 2014-12-18 19:14:32 UTC
The whole "auction" portion of teams was off-putting and painful to use.

Having to check and re-check if you'd won and then scramble to put them to use was also painful.


Removing team before fixing some of the other underlying issues should be where you focus your "fix" before arbitrarily removing them.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#126 - 2014-12-18 19:47:08 UTC  |  Edited by: Rivr Luzade
Nikita Van-Gogh wrote:

But why not make it System wide in nullsec?? The Ihub Hasnt been updated since years... Of-course now the High-sec Care bears will say WHY are you out of your mind? No, High-sec is High-sec and null sec is null-sec.

Highsec has there advance by "Immunity building in SAVE HEAVEN" except for the glorious hankers.. and then Teams with it??? that combo should not be happening....
of course the main production happens there.. but by forcing the High-sec industry to move Slightly to null-sec...

Why do you care about High sec? If you live in Null sec, you can produce all the stuff there that you need and effectively ruin High sec by not buying the things that are there on the market. High sec can be a safe haven as much as it wants, if there's no one buying the things from the market, it's moot. Of course, it would require some effort and one can't expect EVE players to put more effort into their home, right? Though, the only thing players are about is easy gameplay. They don't produce for their home, they produce for the sale in Jita and other hubs. Removing teams is not going to change that, just as the changes to Jumps and Industry have not changed that. And that behavior is the root of the problem. Roll

Furthermore, I see a lot of Teams being used in Null sec for all sorts of item classes, so your point that the teams unfairly benefit High sec is also moot.

Next.

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.

Landina
Landina Corp
#127 - 2014-12-18 20:16:58 UTC
I restarted playing a month ago and was astonished that quite a bit has changed and developed.
The Team feature i liked the most, because you can finally compete in building against other people that are building stuff. I am really astonished that the teams are not that highly used... they really can save Millions of isks.
Everything I am building today I build with a team.( though 1 team will go soon and then I have a Problem :) )
I am crunching Minerals for 48 Billion Isk a month ... so a team that gives 5% ME is incredible usefull.
I fear the day when the Teams are gone, some Items will then be without any profit and every non specialized producer can compete again with me .. and then i have no way to change that.

Keep the Teams for the ones that are really interested in Industry. They can handel the complexity.
I really like the Teams for a bit competition beside 0.01 isk wars.

Do not throw them away without any direkt substitute, as they do not do any harm and work well if you put a little brain into it.

Hope that all the posts make you change your minds.

probag Bear
Xiong Offices
#128 - 2014-12-18 21:05:39 UTC
Hi. I know that teams are broken. I know they confer an unfair advantage, that can be exploited to completely eliminate cost index increase. I know that people have been spamming the two threads with this.

But please keep teams in the game. The new Survey for Structures has me excited about Eve again. I want to be able to, the day a structure-job-delegating patch is released, turn my tools on, send a handful of other players instructions on how to use my tools, and never have to actually log into Eve to make isk again. It's my dream. And exploiting teams and NPC station cost modifiers would make it possible.
Banlish
Di-Tron Heavy Industries
OnlyFleets.
#129 - 2014-12-18 21:11:00 UTC

Alot of this boils down to:

CCP if you are going to remove teams, then PLEASE reduce system usage tax costs as well or remove them as well.


The way to offset the tax is the teams, if the teams are no longer there then the system tax and usage costs should be reduced or removed as well.

On the other hand, you could just do a campaign on HOW to use teams better, a video perhaps that shows everything. I'm not saying it's an ideal solution, but it's an option.

This post intentionally short as possible so people will read it.
Kenzie Lashwood
Warp Vapor inspiration
#130 - 2014-12-19 00:41:09 UTC  |  Edited by: Kenzie Lashwood
Brutalis Furia wrote:
In the industrial landscape, the cost index was a push to get pilots to spread out, where teams were a pull to attract pilots to specific systems.

Moving forward, how do you intend to counter the cost index now that teams have been removed?


Personally the Compression system had a much better effect in spreading out industry. (Praying for POS rework). Scrap teams and give us the module Poses with the slowest hot drop.

CCP RubberBAND wrote:
Ransu Asanari wrote:
Something that was discussed in the original thread regarding the removal that hasn't been addressed to my knowledge- Teams were being used to balance certain recent changes in Manufacturing and Invention:


  • Teams are one of the only ways to get an ME reduction during a manufacturing build process
  • The increased success change from the use of of Meta items used in the Invention process being removed was balanced against Teams providing additional success chance. This is on top of the original Invention changes having more complexity via different outcomes based on the success percentages, which was not implemented.


If Teams are being removed, will you be making any adjustment to the base stats in these kind of use cases?


Hello,

Been meaning to address this question as it has cropped up numerous times throughout the thread, but your main assumption is incorrect. Industry was not balanced against teams, it was balanced against cost scaling. Teams were introduced as an additional incentive for people to move and congregate.

The same is true for Invention. The loss in potential ME gains (for those who did use teams), will be monitored, but we expect the increased cost to be passed on to the buyer and not necessarily to eat into margins more. We will monitor the real life impact of this change, but everything so far is pointing to the fact that this removal in practical terms affects a small number of players.

Hope that answers your questions.

Industrial people congregate? In almost no system in which we can do something ourselves do we do that is more competition. The very few times we do it is for (HISEC)- Once a month for corp (LOWSEC/NULL)- ITS HOT DROP 0'CLOCK BABY! Scrap the system +1 CCP... +5 more if I get my POS +10 more for 10+ year Vets getting there Stations.
Fifth Blade
Jump Drive Appreciation Society
#131 - 2014-12-19 02:05:22 UTC  |  Edited by: Fifth Blade
CCP RubberBAND wrote:
The loss in potential ME gains (for those who did use teams), will be monitored, but we expect the increased cost to be passed on to the buyer and not necessarily to eat into margins more. We will monitor the real life impact of this change, but everything so far is pointing to the fact that this removal in practical terms affects a small number of players.

Can you explain what you mean by this? Do you mean that few people use teams, but those people produce most of the goods?
Or do you mean that teams are not widely used, period?

If it is the former, then I can accept that the market will correct itself.

If it is the latter, then... an experiment for you:
Look at the build cost for T2 Ships
Look at the sell price.

You will notice that with an index of 2.0 or greater (requires very minimal activity by one person to achieve). Most lose ISK to produce, and have for months. If, as you suggest, few people use teams then people are selling at a loss endlessly.

This means you are claiming two mutually exclusive things to be true, ie:
- Relatively few things are produced with teams
- The market will correct rationally
Celly S
Neutin Local LLC
#132 - 2014-12-19 03:17:35 UTC
EnForceR Zealot wrote:
CCP also remove shares, since nobody use them as you hoped.
Also, this dev blog is not clickable only in my launcher or you just don't want to read feedbacks about your fail?


Some of us do and still use shares when needed

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

SPAMINATOR3000
Allspark Industries
#133 - 2014-12-19 05:24:51 UTC
I like the concept of Teams but I think it should be taken further down the rabbit hole to be what it should be.

Allow teams to be made of actual players. Applying their skills and brain power to public/corp/alliance jobs by offering their manufacturing/research slots up for prices based on standings at designated locations (similar to setting a clone station so that their ability to apply skills are locked to an area/region).



for example

Player A has the ability to manage 10 manufacturing jobs with his brain power they decided to contract out 5 of them to their corp for 1,000,000 isk per hour. They then assign their "industrial assistance communication node" to a station in Region ABC. From this node their skills can reach the entire region.

Player B is a member of Player A's corp and is manufacturing sprockets. They want to build 100 sprockets which takes 24 hours but they want them in less time than that so they go into their industry window and look up available Industry team members. They don't want to use public teams so they set their filter to corp and narrow down the list. they then select an available agent based on his stats and wage and decide to hire Player A. Once player A's skills are "applied" to the quote Player B can see that it will significantly drop down the manufacturing time/material requirements.

HOORAY TEAMWORK! \o/

Notes:

I would recommend significant benefits to this process since many hands make light work. However as with all things too many people working on the same thing does create inefficiencies (reduced returns similar to module stacking mechanics)

So the first team assistance member applies all of their skill benefits to the job, while the second only applies 75% then so on and so forth. I do recommend that the amount of team members is not capped and here is why.

Brute force works.

Imagine the pride and impact of 100 members working together to brute force research on a BPO giving their Alliance an edge when it comes to a new BPO being forced to its highest levels as fast as possible. the mechanics not broken because 100 active people are sacrificing their research slots. Its just teamwork on a massive scale.

I would say that the special "industrial assistance communication node" cannot be moved while you have active assistance going on.

I would say within the industrial window you would have a special tab for managing your industrial team assistance such as setting rates per standing as well as the standings you offer your services to (public, corp, alliance) along with how many of manufacturing/research slots you're offering up

I would say that once your brain is committed to the project you are locked in until the installed job is either finished or canceled (something something lore, something something terriblebadideayankingyourbrainoutofquantumcomputernetwork)

This would create a whole new industry of people offering their services to help out the highest bidder. The higher your skills trained the more you could charge. Flooded regions would drive the costs down but quieter regions with less players offering their skills would have higher costs as well as depending where you were loading the job lower skill assistants may not be able to reach your area. this would mean that groups would pick their hubs and members would most likely install their nodes at these areas creating the various manufacturing and research hot spots CCP was looking for.


This would encourage people to invest in manufacturing and research skills creating a whole new competitive market of active industry players.




All grammar and spelling errors are intentional too let you know this wasn't typed by a robot -Spam

Building a better Galaxy, so other dont have too

Robert Borret Kaundur
Sebiestor Tribe
Minmatar Republic
#134 - 2014-12-19 06:24:11 UTC  |  Edited by: Robert Borret Kaundur
I tried teams. 90% of the time, the teams simply reduced my profit so I didn't use them. Rare times, they added profit to a job. I could put the effort into seeking out a team to charter and bid on a team that would benefit me for sure, but the cost of bidding, even at the minimum bid!!!!! would frequently outweigh my profits. This mechanic just does not seem to be useful, especially to the people who put any effort towards chartering. If teams were more valuable, I could see using them frequently, but then we run into the problem of more people bidding on teams and the profits still don't outweigh the costs. I would like to see some fun complexity to add to manufacturing, but I don't see a future in which any more than 5% of people can use teams to improve profits.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#135 - 2014-12-19 07:14:07 UTC  |  Edited by: Rivr Luzade
Robert Borret Kaundur wrote:
I tried teams. 90% of the time, the teams simply reduced my profit so I didn't use them. Rare times, they added profit to a job. I could put the effort into seeking out a team to charter and bid on a team that would benefit me for sure, but the cost of bidding, even at the minimum bid!!!!! would frequently outweigh my profits. This mechanic just does not seem to be useful, especially to the people who put any effort towards chartering. If teams were more valuable, I could see using them frequently, but then we run into the problem of more people bidding on teams and the profits still don't outweigh the costs. I would like to see some fun complexity to add to manufacturing, but I don't see a future in which any more than 5% of people can use teams to improve profits.

You are doing it wrong then. It's not the mechanic's fault if you cannot calculate your profits of your items without the team and then subtract what you would pay for the team. Plus, you don't pay more than a couple of hundred thousands or millions for the teams to begin with. I got my first team (a 0.5% ME for small class ships) for 800k ISK. That was not even 1% of my total profits of all the jobs combined where I could use the team and only a fraction of the cost reduction by the team. A couple of months ago I bid "accidentally" 19M on a team (2.5% reduction for cap production); got it and the mere cost reduction due to the bonus of that team on 1 of the build caps was higher than the bid. In addition, it seemed to me that I drew some people into my preferred production plant, which in the end increased the CI a bit and cost me a couple of millions more on the Job cost, but that was still outweighed by the team's bonus.

You , therefore, might want to blame your own lack of foresight, capacity to calculate properly, judge properly and bid properly (especially whether or not to bid at all) for the failure of your teams than the teams themselves.

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.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#136 - 2014-12-19 09:32:29 UTC
I think part of the problem was that players were hoping that teams actually meant teams of players working together. It didn't pan out that way and disappointed many.

I like the concept of working in teams providing benefits but think that this should largely come from players working together. Perhaps when the POS code (eventually) gets changed then a mechanism can be introduced where players actually work together and generate %materials and times savings through economies of scale etc. Many people working together (main accounts only so that single players don't just use a gazillion alts) on a defined project (e.g. ishkur builds) could give stacking benefits based on player scieence and production skills being aggregated together in some way.

I don't mind the idea of the workforce but it needs to be a player produced and usable item in the process on a personal or corp basis (the team works at your POS, shut down the POS and lose the team).

The invention process could be used as the backbone for this, feed in a basic team (produced from PI) using 2 skills that apply (new or existing) perhaps Cybernetics and biology or similar. A successful invention gives an additional 0.5% on the chosen outcome bonus. Players can create the team they want but risk losing the team each time they run through the process (invention failure means the team are washed out of Uni).
Firvain
Wildly Inappropriate
Wildly Inappropriate.
#137 - 2014-12-19 10:26:35 UTC
having teams as multiple players benefiting on an industry job means that who ever has the most alts has the cheapest products. You cant diffrentiate between a player and an alt, unless it requires some kind of mini game or what ever that requires both players to do a thing at the same time. But that would be even worse lol.

Also on the sniping of teams thing. I really wanted a team that came out late my time. So i just looked how much profit that team would make me in a week. And bid that amount of money on it. And look when i wake up my system is the proud owner of a nice shiney team. Only takes a week to earn back that cash and after that im rolling in the dough.

I like the idea of making our own teams beeing able to spend as much ISK on it to make the team you like. But I would realy hate to see that a team you create would be only for you or your corp. I have my own team of people building for me and they are in their own corp. If they cant benefit from the team that I would make that would suck so much
Rivr Luzade
Coreli Corporation
Pandemic Legion
#138 - 2014-12-19 10:36:06 UTC
@Corraidhin Farsaidh
Judging by this thread, the current system of bidding, getting, using, forgetting was already too complicated for the players. What do you think will happen if such a highly complex system as you propose it was introduced?

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.

Lallante
Blue Republic
RvB - BLUE Republic
#139 - 2014-12-19 10:45:08 UTC  |  Edited by: Lallante
Rather than removing teams, simplify them as follows:

Teams should give a single bonus (not four), randomise the size of the bonus with exceptionally high bonus being exceptionally rare but possible and very high cap on possible bonus (just decreasing probability).

Then remove all the possible bonuses other than material efficiency for each specific item/category (remove the larger group categories too).

Dump the per-system bidding and make it a personal auction, winner takes all.

Much simpler, still adds interesting meta gameplay.
Ransu Asanari
Perkone
Caldari State
#140 - 2014-12-19 11:30:49 UTC
CCP RubberBAND wrote:
Been meaning to address this question as it has cropped up numerous times throughout the thread, but your main assumption is incorrect. Industry was not balanced against teams, it was balanced against cost scaling. Teams were introduced as an additional incentive for people to move and congregate.


Thanks for answering the question. I felt it was being ignored and I appreciate you coming right out and responding.

I may not have been clear about "balancing" around Teams - I don't mean that the entire Crius Industry change was based around the feature, but that the changes to Industry that were made were adjusted with Teams in mind as a counter-force. This was well detailed in the Devblog "The Price of Change".

By removing the counter-force, you are creating a void of imbalance. The entire "Push-Pull" concept is now all "Push", which means Industry players will have to become migratory to dodge system index costs to maintain any kind of profit margin. This was realized and mentioned in the Industry Teams Devblog:

Quote:
The dramatic changes to the cost of industry jobs, as outlined by CCP Greyscale in his dev blog, adds another layer to the landscape, one that will rival the distance to market and security level in shaping the industrial landscape. In fact, if we do nothing but the cost scaling changes, we’re encouraging players to spread industry activity out as much as they can, which is not ideal. That is where the team system comes in.


So by removing Teams, but not adjusting or providing a counter-force to rising System Index costs, how are players supposed to make any kind of meaningful decision in their gameplay to compete in Industry? It's already been acknowledged before Crius that forcing players to constantly move around to install their jobs is not good gameplay. Packing up a manufacturing POS and hauling everything around to a new system to chase profits is not fun.

CCP RubberBAND wrote:
The same is true for Invention. The loss in potential ME gains (for those who did use teams), will be monitored, but we expect the increased cost to be passed on to the buyer and not necessarily to eat into margins more. We will monitor the real life impact of this change, but everything so far is pointing to the fact that this removal in practical terms affects a small number of players.


What are you basing this on? The Invention changes only went live in Phoebe last month, that can't possibly be enough time for players to adapt and start working with the changes; and to have enough metrics to claim this. It always takes longer for the economic effects to work themselves out, as queued jobs finish, stockpiles reduce down and better reflect the current price of the jobs.

How are you going to monitor the impact of items that I don't build? I have a ton of T2 invented BPCs, and when I calculate the profit margin on many of them, they will lose profit for each one I build, so I simply don't bother. Are you running metrics on how many cobwebs are on blueprints (how long since they've last been used)?



At this point I feel like I'm complaining for the sake of complaining, so I'll try to offer some constructive suggestions:


  • If we're getting rid of Teams, then reduce the impact the System Index has on jobs so we are on a flatter landscape. This isn't as good as the original vision, but it'll reduce the impact that consolidating so much of the industry has, since there's no upside for establishing yourself in a system other than convenience (distance to market, hauling costs).

  • Consider a static scaling of NPC Station Tax for Industry Jobs based on system Security Status. Right now to my knowledge it's set to 10% in all NPC stations. Again, this isn't as good as the dynamic landscape that was envisioned, but it would give more incentives for doing local industry in dangerous areas of space. This wouldn't affect sov Nullsec as they are already able to set the Station Tax to 0%, and it already provides incentives for building in a POS while accepting increased risk. Think of what a change like this would do for a system like Thera, where there are no POS, and there is vibrant local market.

  • From re-reading the Phoebe Invention Updates Devblog, the Invention Chance rates weren't dropped as drastically as I thought they were. The decreased success rate for invention does mean there will be some profit margin lost- and I am doubtful that it'll just be passed onto the end customer, as has been commented by multiple people. The mentality of "minerals I mine are free" or industrialists who just don't do the math before building/selling are their own worst enemies, and that's not CCP's fault.