These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Science & Industry

 
  • Topic is locked indefinitely.
 

State of T2 Production?

Author
Paynus Maiassus
Imperial Academy
Amarr Empire
#41 - 2015-01-13 11:19:11 UTC
Shayla Sh'inlux wrote:
A couple of things I can think up:

1) Industry slots were a limited resource. While factories have always been abundant, lab slots have been a rare commodity ever since Eve's inception. Back in the day (2004) labs were like offices that you'd rent and use. That got changed to the reasonably well working queuing system ages ago to the no-queue-but-extra-tax system we have now. It basically means that the playing field is leveled for everyone and that gaining an edge by flying your 1bil+ Capital BPO's to lowsec for lower or no queue times has disappeared. The new system also punishes you for producing a lot of stuff in one place. Which is obnoxious.

2) Inventing was very different. Today, you can just plug in a single-run drone BPC and get a 10-run copy out of an invention job. You can also queue up, say, 100 invention runs. Before Crius, you needed max-run BPCs to get 10-run copies. That meant more time your BPO's spent in labslots copying and less free queue time for inventions. Also, for ships it was even more complicated as the required BPC depended on which decryptor you used. You also couldn't queue jobs: 1 BPC, no matter how many runs, resulted in 1 t2-BPC with an amount of runs depending on how many runs the BPC had and which decryptor you used. Basically, you can now get a ton more t2-runs than before in the same amount of time.

3) As a result of #1 and #2, lab time and research slots were the bottleneck in t2 production. As the skill requirements for t2 invention were quite high, requiring multiple lvl 4's and 5's in high-ranked skills training a research-alt was a hefty skillpoint and thus monotary investment.

4) The skill requirements for t2 production have been signifcantly lowered. Where the removal of Production Efficiency destroyed the t1 market (which was already a niche industry), the reworking of the t2 related skills did that for the t2 market. Skills that were required to build stuff, merely got changed so that they make you build faster (which leads to more flooding). Before Crius, for example, you needed Advanced Frigate Construction lvl 5 to build an AF. Not only did they totally change the requirements to build, they also significantly lowered the impact of good skills on invention jobs. Before Crius, training the rank 5 Science Skills to lvl 5 gave you a not-insignificant edge when inventin, especially when you were using 7 million costing decryptors. Nowadays, the difference is so small that an 8 hour traintime lvl III can basically get the same profit a the lvl V.

5) Build times got significantly lowered, especially for modules and ammo. I'm not sure what the thought behind this was, as one character (yes one character not person) can reasonably supply the ENTIRE DAILY DEMAND in Jita on his own now. For example, I can, on one alt with 9 million skillpoints, invent and build enough Heavy Missile Launchers II to satisfy the Jita market. Alone. It's no surprise HML's sell at a loss.

6) System tax is a major factor in the production cost. System tax cannot be avoided, not be smarted around nor be reduced by skills. System tax punishes you for having a ton of production in one place and punishes you for having a streamlined and well organized factory. The only way to avoid said tax is by relocating your entire operation every ~10 days and for large producers that's just not going to happen. For example, I run my own little production line with 2 alts and moving their operation would mean moving about 12 freighters of goods. Now imagine what big production corps would have to move. System tax is a stupid idea and needs to be reworked asap.

That's just a few reasons.


There are a lot of inaccuracies in this post. T1 was not a niche industry, as it is not a niche industry now. T1 industry has not been destroyed.

I never had frig, cruiser, or battleship construction at 5 but made marauders, cruisers, and I think frigs. Maybe some of the frigs required frig construction (now advanced small ship construction) 5, but I was never unable to build anything for the longest time that I wanted to build.

One character supply the entire daily demand of an item in Jita? Totally false.

The difference in having all your invention skills at 1 vs. having all of them at 5 is about 12%. Basically about like it was.

An unused system will have about a .1 system index for the cost. Using the system will quickly get it up to about a 2. It's really hard to get a system beyond that and only major industrial hubs get very high. Even there, the job cost is not a margin killer.

I could go on and on, but this poster has no clue. Don't listen to a word he says.
Mino Adria
Convenient Alternative Storage
#42 - 2015-01-13 12:55:33 UTC  |  Edited by: Mino Adria
Paynus, Bad Bobby and Shayla: Thanks for your insights!

It's nice to hear the perspective from older players on the changes and relate them to my current experience.

As mentioned earlier I previously played EvE in small doses, but only doing PvP or mission running. I looked into industry now when I resubbed to set up a low effort income and got stuck because it was fun.

So far it has taken a significant amount of time learning how everything works in-game, learning out of game tools to help with calculations and most of all learn to actually check the profitability in-game (spotting scams, inflated prices etc.). Most of the time have gone to learn tools enough to trust them give me BPOs to investigate further.

So the time investment, at least for me, to get a hang of everything was rather significant. But now when I’ve got the basic down I can rather easily go through the motions. It takes me about 10-15 minutes to log in, setup new jobs (manufacturing/research), set up/update sell orders and be done. I operate in a trade hub, working from sell order to sell order, nu hauling.

I’ve had no problem turning a profit, but it is low ISK/h. I’ve added an extra zero to my starting capital while still being able to invest in implants (for indy-main and indy-alt), BPOs, Skillbooks etc I would guess I’m averaging about 75k-100k in ISK/h per slot. Investing in more expensive BPOs I hope to be able to push this to a 200 000 ISK/h average.

The things I’m noticing is that the profitability of items changes rather quick. Probably because more players them me are using the same tools. So my strategy is to build a simple BPO portfolio that has a rather low ROI time so I can be agile in the market, manufacturing in24h batches what seems to be the most profitable right now.

Unloading my stock is also starting to be a problem, mainly due to .01 ISKing. The volume is there but the “log in once a day” approach doesn’t work for selling my stock. If I babysit for an hour or three stuff move quickly.

So my view on your comments above is that T1 really has a low barrier of entry, low profit potential and a volatile market. I don’t know if this is the best for the game but it seems rather appropriate compared to other carrers in EvE if industry is supposed to be viable for new players. I would like the ability to specialize a bit more in T1 with skills, but then you would lose the low barrier of entry for new players.

The changes to Invention seems significant, I’m currently looking into T2 production and I’m even unsure I should factor invention/copy time into my ISK/H calculations (the cost, of course, are included) as it doesn’t seem to be a bottle neck at all.

I can see how flooding would be a problem now. Low skill requirements and short build times makes demand easy to satisfy. I guess longer build times would create the need for the industrial collective to differentiate more in what they produce. What was most surprising to me when I started to do indy was how small some of the market segments actually is compared with the ability to produce. When I played for PvP I imagined the silent masses of indy-players working an mass to satisfy the war machine of EvE.

When it comes to the UI, I like it. We will see if I still do when I start doing it on 3+ characters Lol
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#43 - 2015-01-13 12:57:17 UTC
Paynus Maiassus wrote:
I could go on and on, but this poster has no clue. Don't listen to a word he says.
I think you're going to see a lot of different perspectives from various industrialists based on how these changes impacted their own gameplay.

Personally, I'm more concerned with the damage it did to the game as a whole rather than my specific situation, particularly since my specific situation isn't even close to representative of the wider playerbase. Not everyone was running 45 POSes, 20 accounts and a private bank in order to fund it all when Crius raised it's ugly head.

I could also go on an on about the various other issues that Crius brought up, as there is a lot of material there.

Paynus Maiassus wrote:
One character supply the entire daily demand of an item in Jita? Totally false.
Sorry old chum, I can say from personal experience that it's a trivial task.

Not all products mind you, only the ones affected by this particular issue... sadly that's a lot of products.
Mino Adria
Convenient Alternative Storage
#44 - 2015-01-13 13:08:42 UTC
Bad Bobby wrote:
Personally, I'm more concerned with the damage it did to the game as a whole rather than my specific situation, particularly since my specific situation isn't even close to representative of the wider playerbase. Not everyone was running 45 POSes, 20 accounts and a private bank in order to fund it all when Crius raised it's ugly head.

I could also go on an on about the various other issues that Crius brought up, as there is a lot of material there.


Haha 20 accounts... Shocked I guess I have a while to go still then! My profit goal right now is 2 Billion/month on one character (or at least one account), and hopefully on a once-a-day schedule.

I guess damage to the game should be counted in player retention. If the changes drives away long standing subscriptions that is a bad thing. If it just stirs up and changes the landscape that might be ok. Or even bring in more new long-term subscriptions that surpasses losses then that would be a win for the changes.
Zip Girl
#45 - 2015-01-13 13:49:47 UTC
Paynus Maiassus wrote:
[quote=Shayla Sh'inlux]A couple of things I can think up:

There are a lot of inaccuracies in this post. T1 was not a niche industry, as it is not a niche industry now. T1 industry has not been destroyed.

I never had frig, cruiser, or battleship construction at 5 but made marauders, cruisers, and I think frigs. Maybe some of the frigs required frig construction (now advanced small ship construction) 5, but I was never unable to build anything for the longest time that I wanted to build.

One character supply the entire daily demand of an item in Jita? Totally false.

The difference in having all your invention skills at 1 vs. having all of them at 5 is about 12%. Basically about like it was.

An unused system will have about a .1 system index for the cost. Using the system will quickly get it up to about a 2. It's really hard to get a system beyond that and only major industrial hubs get very high. Even there, the job cost is not a margin killer.

I could go on and on, but this poster has no clue. Don't listen to a word he says.


It use to be that you needed Adv. Medium Ship Construction 5 to build Command Ships; and Heavy Interdictors. Now you just need the skill at level 1 to build the same ships.

The same with the Adv. Small Ship Construction; you needed level 5 to build AF's and now you just need the skill at level 1.

You needed Adv. Large Ship Construction at 4 to build Marauders and Black Ops and now you just need the skill at level 1.

It is also not hard at all to get a system index over 2. Starting with a .1 system index; all it takes 45 build slots to get the system index over 3.0 in less then a month. Mattering on what you are building the system cost index can make or break the profit margin on what you are building. Using Orca's as an example and also building the components; the install costs are around 59 million in a system with an index of 4.16; the install costs drop down to just over 39 million in a system with a cost index of 2.77. Find a system with an index in the 1.3 range and the install costs drop to just over 19 million.

Zip




Mino Adria
Convenient Alternative Storage
#46 - 2015-01-13 14:20:23 UTC
Zip Girl wrote:
It use to be that you needed Adv. Medium Ship Construction 5 to build Command Ships; and Heavy Interdictors. Now you just need the skill at level 1 to build the same ships.

The same with the Adv. Small Ship Construction; you needed level 5 to build AF's and now you just need the skill at level 1.

You needed Adv. Large Ship Construction at 4 to build Marauders and Black Ops and now you just need the skill at level 1.


This change seems strange to me. From a game balance perspective isn’t it better to create an environment where low skill T1 production (ammo, basic modules) is reasonable profitable and have that as an entry step for new players. Then have a high skill requirement for more advanced T1 production (larger ships and structures maybe) with a higher ISK/h then the low skill production.

This way the player base would be differentiated and there would be options for both new and advanced producers.

I guess some of the problem is that the market price and therefor profitability is hard to control on a free market, so it might be hard to artificially create tiers/progress for and industrialist.

Shayla Sh'inlux
Aliastra
Gallente Federation
#47 - 2015-01-13 16:41:19 UTC
Quote:

There are a lot of inaccuracies in this post. T1 was not a niche industry, as it is not a niche industry now. T1 industry has not been destroyed.


It actually has been and has been for a long, long while. Likely, the thing you are calling "T1 Industry" is actually called trading. And trading is very profitable. It's not industry, however.

I understand that very few people can actually tell the difference and think they are building at profit while they are actually trading at less profit than they would have had when they skipped the build step. It appears you are one of them.

Quote:

I never had frig, cruiser, or battleship construction at 5 but made marauders, cruisers, and I think frigs. Maybe some of the frigs required frig construction (now advanced small ship construction) 5, but I was never unable to build anything for the longest time that I wanted to build.


I specifically mentioned requiring Advanced Frig Construction lvl V for Assault Frigs. Which was the case and the reason I have it at V on two characters. I think dictors also required it, but I never built those.

You also needed Advanced Cruisers lvl V for hictors and various lvl 4's for other ships.

Quote:

One character supply the entire daily demand of an item in Jita? Totally false.


For all items= No. I never said that. I also concur HML II was a bad example as you can only meet about 1/3 of the demand on your own for that item.

But let´s do some math. Let's take a small module. A railgun, a Pulse laser, just any semi-popular frigate gun. Or any lowslot item that fits on a small ship. In a PoS, with good skills, these modules take 19 minutes to build.

Let's round to 3 per hour. A character has 11 building slots. At least, mine have. That means I can, alone, produce almost 800 of them per day one one character. And another 800 on the second.

A 125mm railgun II trades about 500 units a day, some of which is traders buying and relisting.
A 150mm railgun II trades about 1000 a day, some of which is traders buying and relisting.

There are dozens of modules that trade less than 1000 a day in Jita and dozens and dozens more that trade less than 1500 a day. And I'm just one guy with two accounts. Not some mega-multi industrial that have up to 10-20 characters building stuff.

Quote:

The difference in having all your invention skills at 1 vs. having all of them at 5 is about 12%. Basically about like it was.


You need to compare 4's to 5's. Not 1's to 5's. The difference between 4 and 5 is signifcantly smaller than before. Also this is before decryptor multipliers.

Besides, since the input of invention jobs has been cheapened by a ton (especially for ships) the BPC makes up a lesser percentage of the end product and thus the result of training rank 5 skills to V is to maybe safe 150k on a t2 frigate.

Or do you calculate your BPC's as having a cost of 0?
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#48 - 2015-01-13 17:27:24 UTC
Mino Adria wrote:
I guess damage to the game should be counted in player retention. If the changes drives away long standing subscriptions that is a bad thing.

I'm not sure simple player retention would be a good way to gauge Crius, particularly given that its impact is likely to be more long term.

However, for my own non-representative part, I took down all my POSes, unsubbed 12 accounts and moved my industrial activities that were previously based all over New Eden in all types of space back to NPC stations within one jump of Jita. This is not what CCP expected, given the blurb for Crius, but it was entirely predictable given their plans.

Mino Adria wrote:
If it just stirs up and changes the landscape that might be ok.

Absolutely. I very much hoped that they'd follow up Crius with all the fixes and iterations needed to make that the case. Sadly, they did very little and then CCP Seagull announced that they were done with industry changes.
Paynus Maiassus
Imperial Academy
Amarr Empire
#49 - 2015-01-13 20:51:37 UTC  |  Edited by: Paynus Maiassus
Mino Adria wrote:
Paynus, Bad Bobby and Shayla: Thanks for your insights!

It's nice to hear the perspective from older players on the changes and relate them to my current experience.

As mentioned earlier I previously played EvE in small doses, but only doing PvP or mission running. I looked into industry now when I resubbed to set up a low effort income and got stuck because it was fun.

So far it has taken a significant amount of time learning how everything works in-game, learning out of game tools to help with calculations and most of all learn to actually check the profitability in-game (spotting scams, inflated prices etc.). Most of the time have gone to learn tools enough to trust them give me BPOs to investigate further.

So the time investment, at least for me, to get a hang of everything was rather significant. But now when I’ve got the basic down I can rather easily go through the motions. It takes me about 10-15 minutes to log in, setup new jobs (manufacturing/research), set up/update sell orders and be done. I operate in a trade hub, working from sell order to sell order, nu hauling.

I’ve had no problem turning a profit, but it is low ISK/h. I’ve added an extra zero to my starting capital while still being able to invest in implants (for indy-main and indy-alt), BPOs, Skillbooks etc I would guess I’m averaging about 75k-100k in ISK/h per slot. Investing in more expensive BPOs I hope to be able to push this to a 200 000 ISK/h average.

The things I’m noticing is that the profitability of items changes rather quick. Probably because more players them me are using the same tools. So my strategy is to build a simple BPO portfolio that has a rather low ROI time so I can be agile in the market, manufacturing in24h batches what seems to be the most profitable right now.

Unloading my stock is also starting to be a problem, mainly due to .01 ISKing. The volume is there but the “log in once a day” approach doesn’t work for selling my stock. If I babysit for an hour or three stuff move quickly.

So my view on your comments above is that T1 really has a low barrier of entry, low profit potential and a volatile market. I don’t know if this is the best for the game but it seems rather appropriate compared to other carrers in EvE if industry is supposed to be viable for new players. I would like the ability to specialize a bit more in T1 with skills, but then you would lose the low barrier of entry for new players.

The changes to Invention seems significant, I’m currently looking into T2 production and I’m even unsure I should factor invention/copy time into my ISK/H calculations (the cost, of course, are included) as it doesn’t seem to be a bottle neck at all.

I can see how flooding would be a problem now. Low skill requirements and short build times makes demand easy to satisfy. I guess longer build times would create the need for the industrial collective to differentiate more in what they produce. What was most surprising to me when I started to do indy was how small some of the market segments actually is compared with the ability to produce. When I played for PvP I imagined the silent masses of indy-players working an mass to satisfy the war machine of EvE.

When it comes to the UI, I like it. We will see if I still do when I start doing it on 3+ characters Lol


In my experience, saying "T1" has a low barrier of entry but low profit margins is a little too general. Titans are T1. Since the build skill requirements for T2 has been reduced to 1 (Jump Freighters still require 4 to make the advanced components - T1 items), the barrier to entry is not that high. T1 and T2 are very different manufacturing systems. However, thinking in terms of modules vs. ships. vs. rigs etc. is often more useful than distinguishing between T1 and T2. The primary significance of thinking about T1 vs. T2 has to do with the effect that T2 BPOs have on the market, and the effect of arrays on margins when you get to building in a POS.

Still, though, I think your problem of starting out with satisfactory margins but unsatisfactory overall ISK/hour or income, is not just a matter of T1 vs. T2. To get more income, you'll want to be making more expensive items that have high sales volumes. Those can be found among the T1 and T2 products.

Keep in mind, most of building is actually a matter of the market and trading and financing.

The comments about flooding Jita with a product are pretty much T1 centered. Invention times are a bottleneck. Looking at my cell phone, I see I have an invention job for 100 Adaptive Invulnerability Field IIs going with 12 days left. I forget how much it was when it started I think 17 days. So if I get a statistically average success, I'll have say 35 10-run BPCs, so be able to make 350 AID IIs. Sure I will be able to build all those in a day with my 10 building slots, but the invention took a long time. Now I only used one invention slot, you say. But with research times taking weeks and months, copying taking weeks and months, how many invention slots per character can you really spare? I have about 60 science slots available to me. I rarely have more than 10 invention jobs going. So flooding the market with T2 items is fairly hard. Invention and copy times keep production low. Another reason T2 BPOs need to go.
Sabriz Adoudel
Move along there is nothing here
#50 - 2015-01-14 05:17:51 UTC
My thoughts:


- Crius, and particularly the later expansion that changed invention (was it Phoebe?) reduced the number of clicks needed to make T2 modules dramatically.

- Crius also dramatically reduced production time for many items. 12 1600mm T2 armor plates (from a Symmetry-decrypted BPC) took 48 hours to build in a station, now it's 13 hours.

- Items where the limiting factor pre-Crius was player click tolerance have crashed. Hard. Examples: T2 drones.

- Items where the limiting factor pre-Crius was production time have crashed, especially for those markets where T2 BPOs exist. It's now possible for just T2 BPOs to supply all of the game's T2 ammunition excluding drones because T2 ammo now takes less than 10% of the build time it used to take, meaning the throughput of a BPO is now more than 10 times what it used to be.

- Items where the limiting factor is available capital are still sometimes good options, but you have to be very careful not to get into an overly flooded market, and you need to ensure that you aren't merely responding to a spike in demand that has already passed.

- The real profit in T2 'production' is no longer the process of production, it's anticipating and preemptively responding to changes in demand for intermediate components. I built dozens of recon ships for the rebalance, but actually made more out of the small amount of time I spent pricegouging other recon ship producers, by seeking opportunities to buy up microprocessors (the main component of recons) in Jita and shipping them for resale elsewhere. Prior to that I made a small amount on the sharp spike in certain datacores - something that was forseeable, and that I should have made more ISK out of than I did.

I support the New Order and CODE. alliance. www.minerbumping.com

Sabriz Adoudel
Move along there is nothing here
#51 - 2015-01-14 05:30:21 UTC
One more thing. Overproduction in EVE is a huge thing.

My alliance use a lot of Light Neutron Blaster II, probably more than any other entity in the game. We have a reputation for being extremely wasteful with them. But just my three characters with production skills could supply over 30000 units of LNB2 per month if I was willing to log on four to five times a day to manage production jobs.

I can, with just one character, warp the market of Sinq Laison for commonly used tech 2 ships such as the Oneiros just by building them aggressively. This is the region with the third largest trade hub in the game.

I support the New Order and CODE. alliance. www.minerbumping.com

Bad Bobby
Bring Me Sunshine
In Tea We Trust
#52 - 2015-01-14 05:59:04 UTC
Sabriz Adoudel wrote:
- Items where the limiting factor pre-Crius was production time have crashed, especially for those markets where T2 BPOs exist. It's now possible for just T2 BPOs to supply all of the game's T2 ammunition excluding drones because T2 ammo now takes less than 10% of the build time it used to take, meaning the throughput of a BPO is now more than 10 times what it used to be.

Terrible isn't it?

How anyone thought that would be anything other than a monumentally stupid thing to do is beyond me.
Paynus Maiassus
Imperial Academy
Amarr Empire
#53 - 2015-01-14 06:04:52 UTC  |  Edited by: Paynus Maiassus
Shayla Sh'inlux wrote:
Quote:

There are a lot of inaccuracies in this post. T1 was not a niche industry, as it is not a niche industry now. T1 industry has not been destroyed.


It actually has been and has been for a long, long while. Likely, the thing you are calling "T1 Industry" is actually called trading. And trading is very profitable. It's not industry, however.

I understand that very few people can actually tell the difference and think they are building at profit while they are actually trading at less profit than they would have had when they skipped the build step. It appears you are one of them.

Quote:

I never had frig, cruiser, or battleship construction at 5 but made marauders, cruisers, and I think frigs. Maybe some of the frigs required frig construction (now advanced small ship construction) 5, but I was never unable to build anything for the longest time that I wanted to build.


I specifically mentioned requiring Advanced Frig Construction lvl V for Assault Frigs. Which was the case and the reason I have it at V on two characters. I think dictors also required it, but I never built those.

You also needed Advanced Cruisers lvl V for hictors and various lvl 4's for other ships.

Quote:

One character supply the entire daily demand of an item in Jita? Totally false.


For all items= No. I never said that. I also concur HML II was a bad example as you can only meet about 1/3 of the demand on your own for that item.

But let´s do some math. Let's take a small module. A railgun, a Pulse laser, just any semi-popular frigate gun. Or any lowslot item that fits on a small ship. In a PoS, with good skills, these modules take 19 minutes to build.

Let's round to 3 per hour. A character has 11 building slots. At least, mine have. That means I can, alone, produce almost 800 of them per day one one character. And another 800 on the second.

A 125mm railgun II trades about 500 units a day, some of which is traders buying and relisting.
A 150mm railgun II trades about 1000 a day, some of which is traders buying and relisting.

There are dozens of modules that trade less than 1000 a day in Jita and dozens and dozens more that trade less than 1500 a day. And I'm just one guy with two accounts. Not some mega-multi industrial that have up to 10-20 characters building stuff.

Quote:

The difference in having all your invention skills at 1 vs. having all of them at 5 is about 12%. Basically about like it was.


You need to compare 4's to 5's. Not 1's to 5's. The difference between 4 and 5 is signifcantly smaller than before. Also this is before decryptor multipliers.

Besides, since the input of invention jobs has been cheapened by a ton (especially for ships) the BPC makes up a lesser percentage of the end product and thus the result of training rank 5 skills to V is to maybe safe 150k on a t2 frigate.

Or do you calculate your BPC's as having a cost of 0?


I originally wasn't going to dignify this with a reply, but since the OP doesn't really know what reasonable is yet, I'll continue.

This poster wants to argue with me about what 'niche' is, which I am not going to do. I'll just say that I was making 2-3 billion a month with meta 0 subcapital products, about 3 billion a month with T2, and another billion or two with caps. Since I'd have to sell zillions of T1 items to account for almost 50% of my revenue, I'd say that's not niche. I don't think this guy is considering T1 ship hulls.

Next, he wants to say I'm a trader and not a manufacturer. I beg to differ. My only buy orders were for materials. I only monitored the market realities of the 400 or so products I produced. Most big time traders are dealing in items that aren't manufactured, such as deadspace and officer modules, expensive skillbooks and BPOs, PLEX, implants, faction items, etc. A dude selling trillions of Adaptive Invulnerability Field Is that he built is not a trader but a manufacturer. That being said, in order to make money in manufacturing you do have to know the markets and when, where, and how to sell your stuff.

Then he wants to go on and on about the skills, using command ships (a niche item if there ever was one) as an example. Yeah assault frigs were common, but my point stands you could make all kinds of stuff with skills at 3 and 4. Not to mention you'll need those skills at 3-4 to invent, and T3 and jump freighters still require a lot of skills at 4 and 5. Basically this is just a rabbit hole to pull me down. My point stands that lowering the skill requirements has not ruined the market. So the difference between 4 and 5 in your invention formula before Crius was about a half a percent. If it's less now, who cares? If you trained science skills to 5 for invention before or after, you're stupid. The only reason to train them to 5 is for T3. While there may have been more uses for some of the skills to 5 before, the change has not changed the overall scene too much. You can still do a lot with low skills and high skills can let you do a bit more.

Then he finishes it off with an ad hominem about how I calculate my costs, which he knows nothing about.

Anyway, my point stands, don't listen to this poster OP.
Paynus Maiassus
Imperial Academy
Amarr Empire
#54 - 2015-01-14 06:08:43 UTC
Bad Bobby wrote:
Sabriz Adoudel wrote:
- Items where the limiting factor pre-Crius was production time have crashed, especially for those markets where T2 BPOs exist. It's now possible for just T2 BPOs to supply all of the game's T2 ammunition excluding drones because T2 ammo now takes less than 10% of the build time it used to take, meaning the throughput of a BPO is now more than 10 times what it used to be.

Terrible isn't it?

How anyone thought that would be anything other than a monumentally stupid thing to do is beyond me.


Well if they make good on the hints they were dropping about getting rid of T2 BPOs, things will be fine.

Let's hope they do that.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#55 - 2015-01-14 06:27:51 UTC
Paynus Maiassus wrote:
Bad Bobby wrote:
Sabriz Adoudel wrote:
- Items where the limiting factor pre-Crius was production time have crashed, especially for those markets where T2 BPOs exist. It's now possible for just T2 BPOs to supply all of the game's T2 ammunition excluding drones because T2 ammo now takes less than 10% of the build time it used to take, meaning the throughput of a BPO is now more than 10 times what it used to be.

Terrible isn't it?

How anyone thought that would be anything other than a monumentally stupid thing to do is beyond me.


Well if they make good on the hints they were dropping about getting rid of T2 BPOs, things will be fine.

Let's hope they do that.

I'd rather they make good on the hints that they were dropping about improving industry as a whole.

But the answer to T2 BPOs is to fix them, not remove them. We don't have enough high-end economic content in the game as it is, so removing more of it is not the answer. Increasing the conflict between invention and T2 BPOs was also not the answer. Removing T2 BPOs will not un-break the system, it will just leave us with less content, less playstyles and an industry system that is still broken.
Mino Adria
Convenient Alternative Storage
#56 - 2015-01-14 08:01:27 UTC
Bad Bobby wrote:
[quote=Mino Adria]Absolutely. I very much hoped that they'd follow up Crius with all the fixes and iterations needed to make that the case. Sadly, they did very little and then CCP Seagull announced that they were done with industry changes.


Makes me wonder... The biggest "change" to industry we might expect now might be the changes to SOV warefare. A couple of great big wars just will not fix longterm problems or reverse the problems that are discussed here, but at least it should drive up margins, volume and demand Big smile

And who knows, player build stargates maybe sees the light of day!
Gilbaron
The Scope
Gallente Federation
#57 - 2015-01-14 10:07:18 UTC  |  Edited by: Gilbaron
Ranks of some items (mostly modukes) need another balance pass, but that's a quick thing a single game designer can do.

Everything else that "needs" to be done requires further changes in structures, corps and sov, especially everything that has to do with construction fees.

The removal of the clickfest, the new interface and reducing unnecessary clutter are great changes.
Cledus Snowman Snow
Doomheim
#58 - 2015-01-14 11:27:17 UTC
Thank you all so much for your input and perspectives. I am trying to google all the stuff I am not sure I understand. Like this from the OP I am just going on Dev notes from the different patches in order.

1Removal of Meta Item consumption to affect success chance.

2Introduction of Teams to invention to replace Meta Items.

3Removal the Teams feature from the game.

This seems like a hole is left in the invention process.

And Bad Bobby please do go into "
I'm not going to go into the mess that was teams, BPO conversion and the conspicuous lack of new products to build. This post is already too long!". Don't tease me lol.

I am at a new place here in EVE in that I do not even know enough to have an opinion on what one poster is right or wrong. I am finding value in all your interpretations of the state of things manufacturing. Thank you all for the great input I am learning a lot.
Tam Arai
Mi Pen Rai
#59 - 2015-01-14 12:01:06 UTC
interesting thread

i have made some isk from a bit of t1 manufacturing but my alt is going to be skilled to build most things- good to read about some issues and the long training time gives me plenty time to carry on researching what i will spend time doing.

Am i correct in thinking there is no need to skill beyond lv1 for advanced large ship and advanced industrial other than to gain a 1% time saving?



EMT Holding
EMT Holding Corporation
#60 - 2015-01-14 12:56:07 UTC
Shayla Sh'inlux wrote:
6) System tax is a major factor in the production cost. System tax cannot be avoided, not be smarted around nor be reduced by skills. System tax punishes you for having a ton of production in one place and punishes you for having a streamlined and well organized factory. The only way to avoid said tax is by relocating your entire operation every ~10 days and for large producers that's just not going to happen. For example, I run my own little production line with 2 alts and moving their operation would mean moving about 12 freighters of goods. Now imagine what big production corps would have to move. System tax is a stupid idea and needs to be reworked asap.

That's just a few reasons.

So many times this. With the removal of teams, I either have to eat up some insane install costs, move my operation around every few weeks or just suck it up and have to push a lot more volume for the same profit. That doesn't make sense to me. Why am I being punished for running an efficient production line?

I've ceased industry for now and I don't know if I'll go back to it with the current state of everything.