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Dev blog: Back Into the Structure

First post First post
Author
Cade Windstalker
#621 - 2015-04-10 06:07:57 UTC
Inquisitor Magneto wrote:
i have a question and if it was answered please do let me know where i can read up on the info.

The new structure system. currently we have many blue prints and investments in the old structures, weapon platforms inhibiters, etc. what will happen or become of these blue prints/ structures when the change comes. can we get our investment back or will this be a loss once the new items come out?


There's going to be some kind of reimbursement but we don't have many details beyond a rough outline to phase out the old functionality as the new structures are introduced, and that old items, BPs, and the like will be reimbursed in some way.

loci an I have been discussing this for a couple of pages now, if you want to go back and skim the highlights, there's also a link to a comment about reimbursement.

Ioci wrote:
Much like you, what I am 'looking for' is more input from CCP. This back and forth you and I have been having has evolved my feedback but until they provide more details we are all still swimming in the dark.


Yup, which means we should limit our feedback to either suggestions for how things should be done or critique of the details we do have. I think we've identified several problems in the basic phasing out system proposed by CCP so lets build on that.

If CCP phases out functionality followed by removing the structure or module, then in the case of functions currently carried out by a POS current industrialists will have to completely rebuy hard capital assets to continue production, or they'll have to wait until a reimbursement or conversion on their existing assets happens. IMO the easiest way to deal with this without triggering a market meltdown is to allow for conversion of the old structures into the new ones directly through Blueprints. This way everyone gets to pick what they get and if people want to leave their POSes up until they're reimbursed they can, or they can "cash out" early when the feature they're most interested in gets rolled over, and in the meantime station services can pick up the slack.

Thoughts?
Banko Mato
Republic University
Minmatar Republic
#622 - 2015-04-10 10:44:14 UTC
Cade Windstalker wrote:

If CCP phases out functionality followed by removing the structure or module, then in the case of functions currently carried out by a POS current industrialists will have to completely rebuy hard capital assets to continue production, or they'll have to wait until a reimbursement or conversion on their existing assets happens. IMO the easiest way to deal with this without triggering a market meltdown is to allow for conversion of the old structures into the new ones directly through Blueprints. This way everyone gets to pick what they get and if people want to leave their POSes up until they're reimbursed they can, or they can "cash out" early when the feature they're most interested in gets rolled over, and in the meantime station services can pick up the slack.

Thoughts?


Hm, if by "directly through Blueprints" you mean having the BP accept different sets of input materials, this might be tricky to implement I think and potentially even more confusing for the user when a BP happens to ship with a lot of build options. A rather simple way would be to use the "exchange" features in existing LP stores, where one trades for example a regular ship + stuff for the respective faction version. So let the corporations that are (or will be) involved with starbases/structures offer a kind of "replacement program" where you can throw in your old structures and get the new ones. The difference in materials or whatever else constitutes the "worth" of items exchanged that way could then be paid in various way, either directly in raw materials, via components or even LP/flat out Isk.

Viable option?
Ioci
Bad Girl Posse
#623 - 2015-04-10 18:53:57 UTC
Cade Windstalker wrote:

Ioci wrote:
Much like you, what I am 'looking for' is more input from CCP. This back and forth you and I have been having has evolved my feedback but until they provide more details we are all still swimming in the dark.


Yup, which means we should limit our feedback to either suggestions for how things should be done or critique of the details we do have. I think we've identified several problems in the basic phasing out system proposed by CCP so lets build on that.

If CCP phases out functionality followed by removing the structure or module, then in the case of functions currently carried out by a POS current industrialists will have to completely rebuy hard capital assets to continue production, or they'll have to wait until a reimbursement or conversion on their existing assets happens. IMO the easiest way to deal with this without triggering a market meltdown is to allow for conversion of the old structures into the new ones directly through Blueprints. This way everyone gets to pick what they get and if people want to leave their POSes up until they're reimbursed they can, or they can "cash out" early when the feature they're most interested in gets rolled over, and in the meantime station services can pick up the slack.

Thoughts?


All the old stuff falls in to a class in the new system. Outposts are in the XL class, all their own. POS are in a large class all their own. If I had to make a suggestion to CCP about the direction to take old stuff, I'd suggest an RnG retrofit option in stations and a new structure.

An example: I have a True Sansha POS or BPC of one, I send it through a retrofit cycle and an RnG return system hands me a True Sansha BPC of a similar and modern version. I might end up with a True Sansha Drilling platform, I might end up with a True Sansha battle starbase. Insert RnG. The same could be done with all modules and BPC`s. An Amarr small tower has various possible versions of itself in the new system and a retrofit RnG could be given. BPO`s too for that matter. In the new system of 10% ME&PE it can take as much as 2 to 5 years to cap out a BPO based on cost and they can`t reimburse that, there is no way. If they all got retrofit there would be a pool of manufacturing level resources players could exchange according to what they have and what they want. It doesn`t leave Old Vets high and dry and doesn`t give them any more advantage than they have now.

R.I.P. Vile Rat

Cade Windstalker
#624 - 2015-04-11 12:33:29 UTC
Banko Mato wrote:
Hm, if by "directly through Blueprints" you mean having the BP accept different sets of input materials, this might be tricky to implement I think and potentially even more confusing for the user when a BP happens to ship with a lot of build options. A rather simple way would be to use the "exchange" features in existing LP stores, where one trades for example a regular ship + stuff for the respective faction version. So let the corporations that are (or will be) involved with starbases/structures offer a kind of "replacement program" where you can throw in your old structures and get the new ones. The difference in materials or whatever else constitutes the "worth" of items exchanged that way could then be paid in various way, either directly in raw materials, via components or even LP/flat out Isk.

Viable option?


I was thinking create separate BPs sold for 1 ISK (or whatever) on the market. These BPs take in an old structure and the difference in materials between that and the new structure, and output the new structure and any leftover materials. Then when the old structures are phased out and otherwise reimbursed CCP can go through and remove the un-used BPs for converting those structures.

I'm just proposing using BPs because it's an existing system and shouldn't require CCP's ISDs/GMs to spend a ton of time manually converting stuff. There may be a different way to do this, like through the reimbursements system, but I don't know about it.

Ioci wrote:
All the old stuff falls in to a class in the new system. Outposts are in the XL class, all their own. POS are in a large class all their own. If I had to make a suggestion to CCP about the direction to take old stuff, I'd suggest an RnG retrofit option in stations and a new structure.

An example: I have a True Sansha POS or BPC of one, I send it through a retrofit cycle and an RnG return system hands me a True Sansha BPC of a similar and modern version. I might end up with a True Sansha Drilling platform, I might end up with a True Sansha battle starbase. Insert RnG. The same could be done with all modules and BPC`s. An Amarr small tower has various possible versions of itself in the new system and a retrofit RnG could be given. BPO`s too for that matter. In the new system of 10% ME&PE it can take as much as 2 to 5 years to cap out a BPO based on cost and they can`t reimburse that, there is no way. If they all got retrofit there would be a pool of manufacturing level resources players could exchange according to what they have and what they want. It doesn`t leave Old Vets high and dry and doesn`t give them any more advantage than they have now.


They've already said there won't be faction differences between these structures. There's just a Drilling Platform, rather than having a Gallente/Amarr/Minmattar/Caldari/various pirate versions of these structures, with the fuel types split up between the structure types.

Also I'm not sure what RnG stands for here so I can't really comment further, sorry bad with acronyms.
Ioci
Bad Girl Posse
#625 - 2015-04-11 18:38:26 UTC
Cade Windstalker wrote:


They've already said there won't be faction differences between these structures. There's just a Drilling Platform, rather than having a Gallente/Amarr/Minmattar/Caldari/various pirate versions of these structures, with the fuel types split up between the structure types.

Also I'm not sure what RnG stands for here so I can't really comment further, sorry bad with acronyms.


If they plan to remove faction from structures, that nullifies 90% of my concerns. The bulk of my investment is in pirate faction and no matter what CCP say, I know that won't get reimbursed. More stuff classified as Jita Junk added to the pile.

R.I.P. Vile Rat

Terminator Cindy
Yesterday's Tomorrow
#626 - 2015-04-11 19:51:51 UTC
Ioci wrote:
Cade Windstalker wrote:


They've already said there won't be faction differences between these structures. There's just a Drilling Platform, rather than having a Gallente/Amarr/Minmattar/Caldari/various pirate versions of these structures, with the fuel types split up between the structure types.

Also I'm not sure what RnG stands for here so I can't really comment further, sorry bad with acronyms.


If they plan to remove faction from structures, that nullifies 90% of my concerns. The bulk of my investment is in pirate faction and no matter what CCP say, I know that won't get reimbursed. More stuff classified as Jita Junk added to the pile.



idea 1. the existing POS structures can be left as they are. They are pretty outdated anyways. Would be like a T1 version of a newer, more powerful version of structures.

idea 2. use the existing modules as input materials for building the new version.

idea 3. use the existing modules as equipment to fit to the new structures. I.e. the new "large" defense structures will be able to fit 4-5 large hybrid batteries on the "high" slots, 1-2 domination stasis turrets or shield hardening arrays on the "medium" slots and so on. Would solve the problem for at least part of the existing structures, and it will also make a difference for using faction structures.
N0A
Black Wormholes of Apocrypha
TOGETHER WE STAND
#627 - 2015-04-11 19:55:01 UTC
Terminator Cindy wrote:
idea 3. use the existing modules as equipment to fit to the new structures. I.e. the new "large" defense structures will be able to fit 4-5 large hybrid batteries on the "high" slots, 1-2 domination stasis turrets or shield hardening arrays on the "medium" slots and so on. Would solve the problem for at least part of the existing structures, and it will also make a difference for using faction structures.



THIS. +1

As a collector of faction batteries, i would very much like them NOT to lose their value :)
Cade Windstalker
#628 - 2015-04-11 21:31:46 UTC
Terminator Cindy wrote:
idea 1. the existing POS structures can be left as they are. They are pretty outdated anyways. Would be like a T1 version of a newer, more powerful version of structures.

idea 2. use the existing modules as input materials for building the new version.

idea 3. use the existing modules as equipment to fit to the new structures. I.e. the new "large" defense structures will be able to fit 4-5 large hybrid batteries on the "high" slots, 1-2 domination stasis turrets or shield hardening arrays on the "medium" slots and so on. Would solve the problem for at least part of the existing structures, and it will also make a difference for using faction structures.


Idea 1 is just not going to happen. The POS shield has all kinds of abuseable edge cases associated with it and needs to go. (This is why you don't let gamers use physics texts as rule books... points to anyone who gets the reference)

2 is more or less what I'm talking about, but on a temporary basis, since there's no point in having these stick around longer than the actual old structures.

The problem with 3 is that it ties the new system to the old modules, and that's something I'd rather see them avoid. They're talking about re-balancing the guns and other modules as well as adding new. Having to find a use for every old module limits this, and some of the old modules are going to just flat out disappear and turn into structures in their own right.

Ioci wrote:
If they plan to remove faction from structures, that nullifies 90% of my concerns. The bulk of my investment is in pirate faction and no matter what CCP say, I know that won't get reimbursed. More stuff classified as Jita Junk added to the pile.


There's no guarantee there won't be some kind of basic and Faction/T2 structure variant, but I wouldn't bet on it for some of the larger stuff, at least to start. There are faction deployables though so it's possible.

Setting aside the pessimism for a second what do you think would be a reasonable way to reimburse faction structure value?
John Maximus
Deep Core Mining Inc.
Caldari State
#629 - 2015-04-12 17:27:48 UTC
While I like the ideas in general there are a few caveats as I see it.

1. Destroyable nullsec stations/outposts and your stuff...
The idea of looting/salvaging I think just wont work. Say I have an industrial toon producing freighters. I run small scale so I only produce 5 at a time.. That is roughly 500million units of trit to start with, or about 5 000 000 m3, then add a couple of finished hulls. The current profit margins on freighters would be juat over 10% not counting blueprint costs. However ONE outpost destroyed would force me to build at least 100 freighters to make my loss back. As the sheer volume would not be salvageable. Also dumping 10s of hulls of capital ships when you come with one toon to save your stuff.. No, just no.
It basically makes nullsec industry not worth doing yet again:
A possible solution would be an outpost wreck only allows pods ro doxk. That way you have a chance of rescuing your stuff, even if it is high risk and takes time. Its doable, and thus people might risk it.

The removal of towers and forcefield bubbles:
First it removes a part of gameplay some like when it comes to defence, having multiple POS gunners and actively defending your structure in space. The active gameplay with defence would be removed as I see it, but nothing replaces it? Basically sit inside and wait to die. This becomes especially clear in WH space, as the POS today, thats what you got. Also most likely as a defender, you will be offline when the attack happens, so you log on at a massive tactical disadvantage. At that time most likely you will be bubbled like crazy, and any attenpt to undock will be a deathtrap. So WH industry goes out the drain, as well as doing anything else but log off in your own safespot every time with all your valuables.
Just when it comes to WH space tactics as a "pure defender" I dont see any feasible way to have a chance for evacuation without the bubble, but I hope I am wrong.

Anyway, other than those two things, I really like the proposed changes.
Terminator Cindy
Yesterday's Tomorrow
#630 - 2015-04-12 18:22:05 UTC
Cade Windstalker wrote:
Setting aside the pessimism for a second what do you think would be a reasonable way to reimburse faction structure value?


There could be 2 forms or reimbursement :
- by similar value
- by similar usefulness

Either by reimbursing the money spent on the transaction when that module was bought or an average value of the market price, I think this would be the biggest reimbursement value in the history of eve. Injecting this kind of isk would not do good to eve economy. in the same time, nerfing those modules to almost useless, or reimbursing only a small fraction of their costs would hurt a large portion of eve players, most of which form the backbone of industry and research. That is why i think it makes much more sense to go with a reimbursement which will replace the modules with some of similar use in the new systems. Using them as modules to fit on the new structures would be the best solution in my opinion as it preserves the current professions ( and skills ), production and research lines for those modules, and also the faction ones ( loot/bpcs and existing modules ).
Cade Windstalker
#631 - 2015-04-13 05:10:32 UTC
John Maximus wrote:
While I like the ideas in general there are a few caveats as I see it.

1. Destroyable nullsec stations/outposts and your stuff...
The idea of looting/salvaging I think just wont work. Say I have an industrial toon producing freighters. I run small scale so I only produce 5 at a time.. That is roughly 500million units of trit to start with, or about 5 000 000 m3, then add a couple of finished hulls. The current profit margins on freighters would be juat over 10% not counting blueprint costs. However ONE outpost destroyed would force me to build at least 100 freighters to make my loss back. As the sheer volume would not be salvageable. Also dumping 10s of hulls of capital ships when you come with one toon to save your stuff.. No, just no.
It basically makes nullsec industry not worth doing yet again:
A possible solution would be an outpost wreck only allows pods ro doxk. That way you have a chance of rescuing your stuff, even if it is high risk and takes time. Its doable, and thus people might risk it.


There's nothing stopping you from canceling your production after the first timer goes off if you think there's a good chance your side can't defend. Also if you find the risk unacceptable you can always either produce in smaller volumes or move your production to High Sec.

Certainly there's not much different here from current POS or Outpost production, since it's rarely feasible to evac yFreighters if your stuff is about to get wrecked currently either.

John Maximus wrote:
The removal of towers and forcefield bubbles:
First it removes a part of gameplay some like when it comes to defence, having multiple POS gunners and actively defending your structure in space. The active gameplay with defence would be removed as I see it, but nothing replaces it? Basically sit inside and wait to die. This becomes especially clear in WH space, as the POS today, thats what you got. Also most likely as a defender, you will be offline when the attack happens, so you log on at a massive tactical disadvantage. At that time most likely you will be bubbled like crazy, and any attenpt to undock will be a deathtrap. So WH industry goes out the drain, as well as doing anything else but log off in your own safespot every time with all your valuables.
Just when it comes to WH space tactics as a "pure defender" I dont see any feasible way to have a chance for evacuation without the bubble, but I hope I am wrong.

Anyway, other than those two things, I really like the proposed changes.


They actually mentioned they want the new defenses to be more effective but purely active, meaning a player has to log in and man them.

Also you shouldn't be offline because your structures are only vulnerable to attack during a 4 hour window that you set. So that *should* be your corp's prime-time window.

Also since "the bubble" is being replaced with mooring or docking you should still be able to evac, but that's what this thread is for. Bringing up ideas and concerns so CCP can poor over them, cover a wall or four with post-it notes, and then come back with a list of ideas they're looking at actually implementing so we can get enraged about those Roll

Terminator Cindy wrote:
Cade Windstalker wrote:
Setting aside the pessimism for a second what do you think would be a reasonable way to reimburse faction structure value?


There could be 2 forms or reimbursement :
- by similar value
- by similar usefulness

Either by reimbursing the money spent on the transaction when that module was bought or an average value of the market price, I think this would be the biggest reimbursement value in the history of eve. Injecting this kind of isk would not do good to eve economy. in the same time, nerfing those modules to almost useless, or reimbursing only a small fraction of their costs would hurt a large portion of eve players, most of which form the backbone of industry and research. That is why i think it makes much more sense to go with a reimbursement which will replace the modules with some of similar use in the new systems. Using them as modules to fit on the new structures would be the best solution in my opinion as it preserves the current professions ( and skills ), production and research lines for those modules, and also the faction ones ( loot/bpcs and existing modules ).


FYI it's impossible for CCP to reimburse the value you paid for an item. Item IDs are only unique so long as the item is unpackaged, as soon as it''s packaged again the unique ID is lost, along with any meta-data associated with that item. Also that kind of screws over anyone who bought these items during a slump in price or sufficiently far back that prices were lower.

I'm sure they'll try to preserve things as much as possible where they can, but I'd prefer if they didn't go with that as a design goal, since that limits what they can do with the new structures significantly, and these look far more interesting in the ways they differ from the current implementation than the ways in which they are similar to it.

I think there's also another option here you may not be considering, which is reimbursing the minerals and parts used to create these structures, though that obviously doesn't work for faction ones.
Marox Calendale
Xynodyne
The Initiative.
#632 - 2015-04-13 08:27:14 UTC  |  Edited by: Marox Calendale
Ioci wrote:
All the old stuff falls in to a class in the new system. Outposts are in the XL class, all their own. POS are in a large class all their own. If I had to make a suggestion to CCP about the direction to take old stuff, I'd suggest an RnG retrofit option in stations and a new structure.

That´s not correct, take a second view at the Pictures in dev blog. You will see that outpost will get large strctures while starbases (pos) do fit even much better which medium size structures. XL Structures are a new category which isn´t build by Players at the Moment.

Cade Windstalker wrote:
Also you shouldn't be offline because your structures are only vulnerable to attack during a 4 hour window that you set. So that *should* be your corp's prime-time window.

You´re mixing 2 different dev Blogs. It´s not quiet sure, that entosis links and/or Primetimes will work in other Areas than sov 0.0! It is a possible way, but at the Moment no one from CCP said that i will be like this.
Terminator Cindy
Yesterday's Tomorrow
#633 - 2015-04-13 14:19:42 UTC
Cade Windstalker wrote:
I think there's also another option here you may not be considering, which is reimbursing the minerals and parts used to create these structures, though that obviously doesn't work for faction ones.


absolutely - i do not mean it would be a prblem to reimburse the standard ones but for the faction ones it would be very difficult, since the price has changed over the years ( a faction tower was even over 4 bil at some point ).

IMO it would be a lot better to find a good use for these modules in the new structure system.
james a ashdown
AES Industries
Now You're Gone
#634 - 2015-04-13 15:58:48 UTC
1st of all hats off to you CCP. The ideas you are proposing will change EVE (hopefully) for the better, but why stop hear?
If you are going to make such huge changes push the boat out just that little further Big smile.

I have spent the large part of the day reading over a few 100 comments that others have come up with so far and some of them are very good ideas.

But 1st i would like to show my support for something a lot of players are concerned about.

1. Outposts

a) what is going to happen to the vary large investments made my corps and alliances for outpost upgrades installed after the indy update not so long ago. It would be unfair for z outpost owners to simply lose all that time and isk.

b) looking over the DEV blog you said that we where no longer going to be able to build outposts but you have not said what was going to happen with them. If they stay can they be destroyed or simply ownership can change? We also have to think about the players that may not have active accounts at the moment and do / would not know anything about these changes.It would also be unfair should they log back on after a years or so break to find that all there assets and billions / trillions of BPO's have been lost.

c) Just like the skill remapping you can redo after a set amount of time maybe once all this goes live every player should be given the option to move the items they wanted to a hi sec NPC station. this will give everyone the chance all at the same time the chance to get ready for such a huge change.

2. Structure BPO's

a) Current outpost and POS BPO's will be removed from the game. Whats going to happen the TIME & ISK invested in these items? An idea i seen commented before and 1 i had wished had played a part when the ME/TE was changed with the indy release in a similar way is a straight swap. Amarr POS BPO is swapped for XYZ. But then you probably want everyone to start from square 1 witch is fine however a resistible compo should be given for these items that takes into account the time and isk spent on the BPO its self. Fair is fair after all.

3. New stations

a) I like the fact that everything in EVE can be blown up even if as a industrialist i run the risk of losing everything, however such structures costing 10's of billions of isk should be no push over!!!

b) upon station being destroyed i am liking the idea of the cans however as someone has already pointed out we cant all fly what we build and in some cases betting back to our null sec space to retrieve such items may not even be possibly. would look forward to hearing more options regarding this.

c) I rely like the idea of being able to put a structure where ever i like eg. at a mining anom with the station guns to warn of would be hostiles after an easy kill. The rorqual would need looking at thou as no one is going so sit a 2bil ship that cant defend its self on grid.

d) Current POS BPO's require P4 PI to make, are the new stations also going to require this or should i stop my PI production now?

e) These station, like POS's can now must be movable to other locations or systems.

Ideas to look at

a) storage is going to be a huge prob with the new stations no matter how much you give us. so why not look at using some other aspects with in eve that are already there. for eg. planets and moons. How i would see this working is similar to PI but a complete new skill path. you set up a storage facility on planet or moon and have to use launch pad to send or retrieve your items. the better your skills the more storage you could have but to keep these facility running will mean you have to employ npc's on the planet to run things for you in turn costing isk to maintain. You could even go as far as needing living facility's for these npc's or something.

b) personnel and corporate items should remain just that. at no point should either items be put at risk by someones greed and access to such should be granted to selected members.

c) It would be a nice idea if i could set up contracts for my corp/ alliance members or even public to complete construction projects for my self / corp or even rent out my skills the same way. Z person would set up contract at reverent station with all the minerals, components and BPO's / BPC's needed to complete the job and a reward would be given for doing so.

d) Partition hangers or station cans to better organize assets. Its a pain having 30 - 40 cans all with different items in them when i could put all my BPO's in 1 can but separate them in to there own areas with in the same can, much like RL warehouses would.

e) More personal and corporate / alliance wallets.

f) Now im surprised this had not already been done but there you are. I would save my self so much time each week if i could keep track of and move my PI on planet ( not while logged in to game ) on my lunch break via the eve gate or an app for my tablet that i have to sign in and out of each time. Not so much blast things in to space but reset extractors and move PI from warehouse to warehouse and so on.

Ok so i guess i should say sorry for the wall of text What? but if you have made it this far fair play to you and im sure a lot of you will have something to say about the above and i look forward to hearing about it.

the last thing im going to say hear is as follows;

CCP we pay ur wages DON'T SCREW US OVER!!!!


Fird
Stay Frosty.
A Band Apart.
#635 - 2015-04-13 17:35:44 UTC
Why not just add this content instead of replacing?
Cade Windstalker
#636 - 2015-04-13 21:39:03 UTC
Fird wrote:
Why not just add this content instead of replacing?


Because the current structure content has all sorts of problems with it? Lets just think of a few issues with the current POS mechanics...


  • Garage Door Cynos
  • Activating a Cyno at full warp to place yourself inside a POS shield when you stop
  • Bumping ships out of a forcefield, aka "POS bowling"
  • Resetting the POS password to almost completely negate bubbles
  • POS passwords in general are a poor access mechanic
  • Fitting a POS requires more than just the POS in space, sometimes upwards of 30-40 in-space objects, plus the number of bubbles required to camp a POS. All of this generates lag and takes up system resources.
  • The combined damage players deal to structures is almost greater than the combined damage players deal to NPCs


Marox Calendale wrote:
Cade Windstalker wrote:
Also you shouldn't be offline because your structures are only vulnerable to attack during a 4 hour window that you set. So that *should* be your corp's prime-time window.

You´re mixing 2 different dev Blogs. It´s not quiet sure, that entosis links and/or Primetimes will work in other Areas than sov 0.0! It is a possible way, but at the Moment no one from CCP said that i will be like this.


This is how we've been told the Entosis mechanics will work, and the Structures dev blog lists which structures fall under which Entosis mechanics, though it's hidden in the icons of those progression tree images. Also current POS timezone mechanics apply to everyone, and structures without Timezone mechanics would very very obviously *suck*. Overall I think this is a reasonable assumption until something appears to contradict it.

Terminator Cindy wrote:
absolutely - i do not mean it would be a prblem to reimburse the standard ones but for the faction ones it would be very difficult, since the price has changed over the years ( a faction tower was even over 4 bil at some point ).

IMO it would be a lot better to find a good use for these modules in the new structure system.


I just think there are too many problems for this to work effectively. Too many new structures and too much chance for a player to lose or gain a ton of value, which is bad for the economy. We can't have CSAAs turning into full new L or XL structures, and you don't want your POS to turn into something worth less than a current POS is.

Plus there are, IMO, better options that allow for a more even return on investment.
Terminator Cindy
Yesterday's Tomorrow
#637 - 2015-04-14 07:37:09 UTC
Cade Windstalker wrote:
Plus there are, IMO, better options that allow for a more even return on investment.


I absolutely hope there are, and that there will be employed. Because i am personally tired of how popular are, on this forum, the measures that hit the players investing into industry. Me and my co-workers have invested over 100 bil isk in bpos and faction bpcs and modules, and, if i say here that we decided to suspend our accounts if such measures are taken, this thread will fill with smart "can i haz your stuff" replies.

Cade Windstalker
#638 - 2015-04-14 08:17:23 UTC
Terminator Cindy wrote:
Cade Windstalker wrote:
Plus there are, IMO, better options that allow for a more even return on investment.


I absolutely hope there are, and that there will be employed. Because i am personally tired of how popular are, on this forum, the measures that hit the players investing into industry. Me and my co-workers have invested over 100 bil isk in bpos and faction bpcs and modules, and, if i say here that we decided to suspend our accounts if such measures are taken, this thread will fill with smart "can i haz your stuff" replies.


This has less to do with you doing industry and more to do with that threat being, on the whole, like an Eve Online version of a 4 year old holding threat breath in response to a punishment. It inevitably comes up in every change or balance thread and while I'm sure some people carry it out that seems to be the exception rather than the rule. Overall it's much more productive and effective to state your case clearly and with supporting evidence, especially in cases like this where reimbursing you isn't so much a game balance decision as a quality of life one and CCP has every reason for people to want to come away from this transition happy with the changes. Big smile
OverlordY
Interspan
#639 - 2015-04-14 18:15:59 UTC
This has to be one of the most constructive threads in eve history.....

Yet the dev feedback is beyond lacking..
Cade Windstalker
#640 - 2015-04-14 22:01:10 UTC
OverlordY wrote:
This has to be one of the most constructive threads in eve history.....

Yet the dev feedback is beyond lacking..


This is pretty normal. Flurry of devs answering questions and clarifying early on, followed by them going into stealth mode, following the thread, and formulating plans and such behind the scenes. Then, eventually, we'll get a new thread with new info. The only reason Falcon and a few other devs are super active on the forums is because that's their job. If Rise or Fozzie are posting on here that's time they're not covering whiteboards with post-it notes and scribbles that eventually turn into a design post on here.