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Steve "Fuzzysteve" Ronuken: CSM X

First post
Author
GeeShizzle MacCloud
#61 - 2015-02-14 18:43:40 UTC
I broke my coalitions preferred csm ballot paper last year specifically for steve, and i will be doing it again this year unless he's on it by default (which tbh i wouldnt be surprised considering he's done an awesome job this year).

CSM isnt about public speaking and doing so with the red light of the record button blaring can be nerve racking, but you come across as approachable and friendly with a wealth of knowledge and a humble attitude, which only helps you there steve..

Good luck and you have my vote!
Black Madness
Natural Born Builders
New Eden Gambling Alliance
#62 - 2015-02-15 17:26:12 UTC
Hi Steve,

i am happy last time i have voted for you with all my 7 accounts. But now i want to hear about your feeling, since you define yourself a small scale T2 highsec producer.

You have written, some posts ago, about conflict tweaking, that the holistic point of view you one has to adopt has to protect high sec people by not going elsewhere (or more realistictly quitting). I agree.

But then you have written that in your opinion industry is good.

There is a feeling out there, instead, that in highsec it's basically disgregarded. I am (was) a pretty big hs manufacturer, able to run over 250 inventions each 25 hours (just to define intensive), and what i actually see is that:

1. inventions is easier (not unhappy with that, UI has had nice improvements) -> lower entry level
2. manufacturing processes in HS are no longer profitable

The second point deserves an explaination.

Production times went down -> more production in the same time unit -> more supply
HS industry costs unreasonably went up -> thinner margins

With this given, it's clear (and not unpublicized) that CCP wants to push people in 0.0.

But there is a point that ALWAYS made me crazy. We are not talking about a free to play game with power items where who wants can spend money to achieve more, we are talking about a game where EVERYONE pays, but the ones that don't want / can't afford a given lifestyle can quitely die.

Plexes prices go up, margins are thinner and hisec lifestyle can barely tank this. Would you define this balanced ?

I was not after an easy industry (never made it in the easy), there would not be competition, and when years ago people wanted to scale up, they could. More accounts, more bandwidth, more profits, because of a hugely bigger effort.

Today also that approach, in hs, is useless.

Since you are an hisec industrialist, what's your feeling with that ?

Regards,
BM

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#63 - 2015-02-17 12:30:27 UTC
Black Madness wrote:
Hi Steve,

i am happy last time i have voted for you with all my 7 accounts. But now i want to hear about your feeling, since you define yourself a small scale T2 highsec producer.

You have written, some posts ago, about conflict tweaking, that the holistic point of view you one has to adopt has to protect high sec people by not going elsewhere (or more realistictly quitting). I agree.

But then you have written that in your opinion industry is good.

There is a feeling out there, instead, that in highsec it's basically disgregarded. I am (was) a pretty big hs manufacturer, able to run over 250 inventions each 25 hours (just to define intensive), and what i actually see is that:

1. inventions is easier (not unhappy with that, UI has had nice improvements) -> lower entry level
2. manufacturing processes in HS are no longer profitable

The second point deserves an explaination.

Production times went down -> more production in the same time unit -> more supply
HS industry costs unreasonably went up -> thinner margins

With this given, it's clear (and not unpublicized) that CCP wants to push people in 0.0.

But there is a point that ALWAYS made me crazy. We are not talking about a free to play game with power items where who wants can spend money to achieve more, we are talking about a game where EVERYONE pays, but the ones that don't want / can't afford a given lifestyle can quitely die.

Plexes prices go up, margins are thinner and hisec lifestyle can barely tank this. Would you define this balanced ?

I was not after an easy industry (never made it in the easy), there would not be competition, and when years ago people wanted to scale up, they could. More accounts, more bandwidth, more profits, because of a hugely bigger effort.

Today also that approach, in hs, is useless.

Since you are an hisec industrialist, what's your feeling with that ?

Regards,
BM




Sorry I didn't get back to you earlier. I kept meaning to, but stuff came up at inopportune moments.

High-sec has one benefit over all other locations. Logistics. Getting your hands on materials is easiest in high-sec. Anyone doing serious manufacturing in any other sector (except, possibly, T3 production in wormholes) comes to high sec for materials. They then have to ship them back to where ever they're making things, which adds an additional cost, and risk. There are shipping costs for highsec, of course. They're just negligible in comparison.

I do agree that some T2 things are too quick to produce. I've said that elsewhere. But as for the 'went up unreasonably' for costs, I have to disagree. The costs are low, as long as you're not manufacturing in Jita. It's simple to get them below 1%.

Manufacturing in null will never really compete with that in highsec, except in very specific areas.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Black Madness
Natural Born Builders
New Eden Gambling Alliance
#64 - 2015-02-17 19:50:23 UTC
Steve Ronuken wrote:
Black Madness wrote:
Hi Steve,

i am happy last time i have voted for you with all my 7 accounts. But now i want to hear about your feeling, since you define yourself a small scale T2 highsec producer.

You have written, some posts ago, about conflict tweaking, that the holistic point of view you one has to adopt has to protect high sec people by not going elsewhere (or more realistictly quitting). I agree.

But then you have written that in your opinion industry is good.

There is a feeling out there, instead, that in highsec it's basically disgregarded. I am (was) a pretty big hs manufacturer, able to run over 250 inventions each 25 hours (just to define intensive), and what i actually see is that:

1. inventions is easier (not unhappy with that, UI has had nice improvements) -> lower entry level
2. manufacturing processes in HS are no longer profitable

The second point deserves an explaination.

Production times went down -> more production in the same time unit -> more supply
HS industry costs unreasonably went up -> thinner margins

With this given, it's clear (and not unpublicized) that CCP wants to push people in 0.0.

But there is a point that ALWAYS made me crazy. We are not talking about a free to play game with power items where who wants can spend money to achieve more, we are talking about a game where EVERYONE pays, but the ones that don't want / can't afford a given lifestyle can quitely die.

Plexes prices go up, margins are thinner and hisec lifestyle can barely tank this. Would you define this balanced ?

I was not after an easy industry (never made it in the easy), there would not be competition, and when years ago people wanted to scale up, they could. More accounts, more bandwidth, more profits, because of a hugely bigger effort.

Today also that approach, in hs, is useless.

Since you are an hisec industrialist, what's your feeling with that ?

Regards,
BM




Sorry I didn't get back to you earlier. I kept meaning to, but stuff came up at inopportune moments.

High-sec has one benefit over all other locations. Logistics. Getting your hands on materials is easiest in high-sec. Anyone doing serious manufacturing in any other sector (except, possibly, T3 production in wormholes) comes to high sec for materials. They then have to ship them back to where ever they're making things, which adds an additional cost, and risk. There are shipping costs for highsec, of course. They're just negligible in comparison.

I do agree that some T2 things are too quick to produce. I've said that elsewhere. But as for the 'went up unreasonably' for costs, I have to disagree. The costs are low, as long as you're not manufacturing in Jita. It's simple to get them below 1%.

Manufacturing in null will never really compete with that in highsec, except in very specific areas.


Hey mate,

thanks for the reply.

I have some objections. First, whoever does mass production resupplies in Jita (except for capital/sc builders, which take PART of their supply in Jita). High/low/null producers do the same, so no advantage for anyone. Hardcore producers raise Jita materials prices of 15-25 % when they restock in Jita, and there's no chance to find suppliers for such numbes, not even in null.


Logistics is a benefits ? I think that is easier to jump multiple jfs in some place other than moving really expensive cargos around.

I moved freighters by 25/30 B per run in the past (which was risky then, is impossible now). And that was clear when i made capital production, with my jf moving 15 B stuff from jita to low sec with just 1 jump.

The cost point is partially true, but then again i was talking about people wanting to use the brain to push the game in the limits they can afford. It's true that you can find good spots to produce, but a real massproducer might be forced to move any now and then, and such "effort", in terms of business, is a cost (relocating 3 dg towers each 1 or 2 months ?).

Most people hidden in null can starvate there producing in a very stable scenario (which they deserve, of course, because they can give the time it takes), and this takes us to my only and initial question: aren't we (carebear and "uber" players) paying the same money for the same game ?

Note: i am note aggressing you, it's just the love for the discussion. kudos to you anytime anywhere ;-)
warior80
The Scope
Gallente Federation
#65 - 2015-02-18 10:26:41 UTC
I have elected you for CSM 9 and going to do the same for CSM X. i am happy that the new industry UI have saved me lots and lots of clicks. However, removing production efficiency skill and reducing skill requirements to build high end t2 ships were anti-industry updates simply because they are killing the uniqueness of manufacturing profession and i wish i am not going to see more new alts have an easy access to train and build the t3 destroyers anytime soon!!
I hope you prevent ccp from doing this again and would be better if new features and skills are added to Industry to distinguish manufacturers from other eve players.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#66 - 2015-02-18 12:39:44 UTC
warior80 wrote:
I have elected you for CSM 9 and going to do the same for CSM X. i am happy that the new industry UI have saved me lots and lots of clicks. However, removing production efficiency skill and reducing skill requirements to build high end t2 ships were anti-industry updates simply because they are killing the uniqueness of manufacturing profession and i wish i am not going to see more new alts have an easy access to train and build the t3 destroyers anytime soon!!
I hope you prevent ccp from doing this again and would be better if new features and skills are added to Industry to distinguish manufacturers from other eve players.



To, initially, get into industry, it should be easy. Production efficiency was a bad skill, because there was no choice involved at all. Just 'Have it at 5, or GTFO' when it came to pretty much any industry.

However, I don't want to see industry any more flattened than it is already, and would argue against any changes in that direction.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Lucas Kell
Solitude Trading
S.N.O.T.
#67 - 2015-02-18 12:57:56 UTC
Steve Ronuken wrote:
To, initially, get into industry, it should be easy. Production efficiency was a bad skill, because there was no choice involved at all. Just 'Have it at 5, or GTFO' when it came to pretty much any industry.

However, I don't want to see industry any more flattened than it is already, and would argue against any changes in that direction.
Purely out of curiosity, would you be in support of active gameplay mechanics which improved your production (simple example, missions to speed up a run in progress), or would you want industry to remain primarily a passive activity?

Just a note, I'm really not sure which way I would go on it, so I'm not aiming towards one answer or another.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#68 - 2015-02-18 18:18:20 UTC
Lucas Kell wrote:
Steve Ronuken wrote:
To, initially, get into industry, it should be easy. Production efficiency was a bad skill, because there was no choice involved at all. Just 'Have it at 5, or GTFO' when it came to pretty much any industry.

However, I don't want to see industry any more flattened than it is already, and would argue against any changes in that direction.
Purely out of curiosity, would you be in support of active gameplay mechanics which improved your production (simple example, missions to speed up a run in progress), or would you want industry to remain primarily a passive activity?

Just a note, I'm really not sure which way I would go on it, so I'm not aiming towards one answer or another.



Gah. Nice question. My gut feel response is: Remain passive for the actual production step. We already have issues with production speed, so either those get worse, or you have to cripple it without the boost.

Unless you worked on a 'You have X production units per facility/slot. These normally get used over 24 hours, but an activity can cause them to be used faster'. So your overall production is the same speed, but you can accelerate 'bits' of it. Would have to be at a character level.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

MailDeadDrop
Archon Industries
#69 - 2015-02-18 21:21:23 UTC
Steve Ronuken wrote:
Lucas Kell wrote:
Steve Ronuken wrote:
To, initially, get into industry, it should be easy. Production efficiency was a bad skill, because there was no choice involved at all. Just 'Have it at 5, or GTFO' when it came to pretty much any industry.

However, I don't want to see industry any more flattened than it is already, and would argue against any changes in that direction.
Purely out of curiosity, would you be in support of active gameplay mechanics which improved your production (simple example, missions to speed up a run in progress), or would you want industry to remain primarily a passive activity?

Just a note, I'm really not sure which way I would go on it, so I'm not aiming towards one answer or another.



Gah. Nice question. My gut feel response is: Remain passive for the actual production step. We already have issues with production speed, so either those get worse, or you have to cripple it without the boost.

Unless you worked on a 'You have X production units per facility/slot. These normally get used over 24 hours, but an activity can cause them to be used faster'. So your overall production is the same speed, but you can accelerate 'bits' of it. Would have to be at a character level.

What about some "industry" class mission (much like "security", "distribution", etc.) which, when completed, granted an additional production slot for a while? Then you aren't messing with material efficiency or time efficiency (with their perils), you're just upping the character's number of slots for a while.

MDD
Lucas Kell
Solitude Trading
S.N.O.T.
#70 - 2015-02-19 22:21:40 UTC
Steve,
This year I'm starting to have a look at the running CSM candidates in a bit more depth, and I've written a short review of your campaign, which can be found here.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#71 - 2015-02-19 22:25:38 UTC
Lucas Kell wrote:
Steve,
This year I'm starting to have a look at the running CSM candidates in a bit more depth, and I've written a short review of your campaign, which can be found here.

\o/

:hug:

Thanks. With the volume of candidates this year, analysis is going to be handy for other people. (and you say nice things about me.)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Malcanis
Vanishing Point.
The Initiative.
#72 - 2015-02-20 20:39:59 UTC
Never don't vote for Steve.

Let those who will complain about the meta or bloc votes or politics. Steve has done a whole bunch of work to get technical issues sorted out and made EVE better for everyone. If he's not in your top 5, you haven't thought carefully about this.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

probag Bear
Xiong Offices
#73 - 2015-02-20 21:20:53 UTC
I'm curious because over the past year CCP has hinted at development into this area: What experience do you have with delegating/subcontracting parts of the industry chain to other players/entities?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#74 - 2015-02-20 21:33:25 UTC
probag Bear wrote:
I'm curious because over the past year CCP has hinted at development into this area: What experience do you have with delegating/subcontracting parts of the industry chain to other players/entities?



Other than (once) having someone contract me for a bunch of 425mm Rails, none. (They ended up not taking them. which left me a few hundred million down)

I'd love to see an ability to contract production out, with contracts which, once accepted, have X days to have delivery, and cannot be cancelled. Maybe with collateral from both sides, for completion.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Dienowthxbay
HC - Voo-Doo Witch
#75 - 2015-02-21 23:41:41 UTC  |  Edited by: Dienowthxbay
Old vet here intrested in industry to some degree. Just passing by in my search for the key to open damn unidentified wormholes Big smile

What bothers me most is eve industry atm is much more "ingame skill-based managment" with too predictable results then actual "production" or "research" with strong impact of personal human skills. Of course you can get better prices or cheaper components but... Imagine if someone would 95-99% win in pvp just because of one's skills are leveled to 5 and opponent skills are 4s - thats just wrong.
The other good example is new explorations mechanics (and i admit i really like it) - ingame skills rise ones chances to open hacking/arch container but only to some degree and it strongly depends on personal skill.

Also if it would be more about personal skills probably we would see less passive alts (just for an extra slots lol) doing good at industry. Same goes to mining and such.

And about claiming asteroids. Probably we could see more complex approach with conjusction of exploration and mining/gathering mechanics. Probably removing all but basic newb sources points. All other stuff needs to be found first (be it asteroids or comets itc) probably involving much more detail scanning (thinking of Elite Dangerous style). Founders get scan results and rites to extract this site. Or they can put this claim deed on global information market where intrested parties could check how complete scans are, actual location of the site and what possible revenue they would get if they would harvest it. People who dont own "rights" get "suspected".
TL;DR Finders keepers but with legitimate way to sell what they find. Just an idea...

Here is my vote - industry is a heart of the game after all and it deserves love no less then pvp.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#76 - 2015-02-22 00:05:08 UTC
Dienowthxbay wrote:
And about claiming asteroids. Probably we could see more complex approach with conjusction of exploration and mining/gathering mechanics. Probably removing all but basic newb sources points. All other stuff needs to be found first (be it asteroids or comets itc) probably involving much more detail scanning (thinking of Elite Dangerous style). Founders get scan results and rites to extract this site. Or they can put this claim deed on global information market where intrested parties could check how complete scans are, actual location of the site and what possible revenue they would get if they would harvest it. People who dont own "rights" get "suspected".
TL;DR Finders keepers but with legitimate way to sell what they find. Just an idea...



Heh. That's actually pretty close to what I've been kicking round. It's not a major part of the CSM job to propose things, but they humour us by letting us do it anyway.

https://www.fuzzwork.co.uk/2013/05/31/mining-rights/ for example. There's another post somewhere in science and industry, where I reiterated it.

I've tossed it up into the suggestions (rather than proposals, which is for smaller change requests, which have more chance to be done) section of the CSM confluence Smile

Hopefully, when there's a team which isn't snowed under by the bigger things already in progress (sov, structures, corps, that kind of thing) it'll get picked up

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Dienowthxbay
HC - Voo-Doo Witch
#77 - 2015-02-22 06:27:43 UTC
Well should not we hope for more to get less in right direction ?Big smile
On the other hand i do understand such big changes cant be done right away - even if considered to be good ideas - its a lot of work, thinking, balancing and "devil in details" stuff. Yet this probably can help ccp devs with general ideas for future of the ingame mechanics.

And gl with CSM X.
Solairen
Matsuko Holding
#78 - 2015-02-22 16:59:43 UTC
Got my vote again this year. Your pages and support articles are great for my indy alt.
Rhavas
Noble Sentiments
Second Empire.
#79 - 2015-02-23 03:24:08 UTC
After researching all of the 77 candidates, Steve is one of only nine to earn a full endorsement from me. He's on my list and he should be on yours.

https://interstellarprivateer.wordpress.com/2015/02/22/csm-x-full-endorsements/

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Slippu
Federal Navy Academy
Gallente Federation
#80 - 2015-02-25 11:51:55 UTC
Steve has my vote, by far.

One of the best candidates I've seen, and I feel that FuzzySteve is one of the best possible candidates.

+1, and +5000 if I could.