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Industry Revamp

Author
Yana Shakti
Gradient Shift
#1 - 2016-07-22 16:42:00 UTC
As we anticipate the upcoming industry citadels, I think it would be useful to discuss the state of industry in EVE.

I enjoy pvp in EVE quite a lot: both in nullsec fleets and solo in lowsec. It's a nice way to be challenged and pass some time. But I often find myself playing other games when I feel the urge to build and create. I wish this were not the case. I think EVE has the potential to be a really gratifying creative experience in addition to letting us enact our little playground bully scenarios. So when I hear EVE players discussing building their Europa Universalis empires while waiting for a ping to get the next Thany kill, I feel that something ought to change.

Some current problems:

* No room for expertise. All ships/items are created equal. No matter how much skill, time, devotion, or high-end material you put into building your ship/item, it's going to be as good as that built by any other industrialist. This is odd and counter-productive. I'd like to see high-end materials make a difference to the outcome. And I'd like to see the search for those materials become competitive. An enyo with 2% higher or 2% lower resists certainly makes a difference.

* Geography. Where you source materials should make a difference. This would help make the map even less of a homogenous space. Individual systems should have real differences that you can feel. (Booster production actually implements geography reasonably well. But other types of production often do not.)

* Personal skill. Some people are gifted designers of industrial processes. Some lack the intelligence or the dedication. I'd like to see a lot more room for mediocrity (and hence for excellence) in industrial process design in EVE. The new citadels are an excellent opportunity to allow players to research and tweak their production. Make it interesting and people will play with it.

* Scale. A fair chunk of truly rewarding industry atm involves moon-goo and is, for that reason, out of reach for small-gang oriented players. To my mind, industry is like small business: let EVE citizens build small industrial operations first. The big stuff will emerge dynamically. Instead we have a model that depends on the largesse of Alliance leadership to distribute goo. This results in a business ecosystem with megacorporations but few small businesses. Unhealthy.

* Aesthetics. PI is ok. But it's very far short of really building an infrastructure on a planet. Compare PI to SimCity. If our PI colonies were towns, they'd be 3rd world mineral extraction outposts with no concern for the location. It's hard to get motivated to do PI except for the sake of the isk. And, honestly, that's not very motivating. I'd like to be able to build a richly detailed planetary colony or an orbital outpost for the sheer aesthetic joy of it (and for the profit too).

---

I can't take blame or credit for these ideas. They've all come up in comms at various times. But I did want to write them up and see if CCP would take them into account when revamping industry later on in the year.

..
Memphis Baas
#2 - 2016-07-22 19:20:14 UTC
Expertise:

The problem with even adding just the manufacturer's name to a ship, is that it'll completely mess up stacks. You have 5 Dramiels, all made by different people, they won't be stackable in inventory. Not a problem for ships? How about rounds of ammo with the manufacturer's name on it?

The only way I see "expertise" happening is if they add a "special" rig slot to all the ships, and then let industry people manufacture "manufacturer's expert rigs"; the rig will contain: a. the manufacturer's name, and b. the 2% or whatever bonus that your expertise would give this ship.

Gadget Helmsdottir
Gadget's Workshop
#3 - 2016-07-22 19:23:06 UTC  |  Edited by: Gadget Helmsdottir
Yana Shakti wrote:
As we anticipate the upcoming industry citadels, I think it would be useful to discuss the state of industry in EVE.

I enjoy pvp in EVE quite a lot: both in nullsec fleets and solo in lowsec. It's a nice way to be challenged and pass some time. But I often find myself playing other games when I feel the urge to build and create. I wish this were not the case. I think EVE has the potential to be a really gratifying creative experience in addition to letting us enact our little playground bully scenarios. So when I hear EVE players discussing building their Europa Universalis empires while waiting for a ping to get the next Thany kill, I feel that something ought to change.

Some current problems:

* No room for expertise. All ships/items are created equal. No matter how much skill, time, devotion, or high-end material you put into building your ship/item, it's going to be as good as that built by any other industrialist. This is odd and counter-productive. I'd like to see high-end materials make a difference to the outcome. And I'd like to see the search for those materials become competitive. An enyo with 2% higher or 2% lower resists certainly makes a difference.

* Geography. Where you source materials should make a difference. This would help make the map even less of a homogenous space. Individual systems should have real differences that you can feel. (Booster production actually implements geography reasonably well. But other types of production often do not.)

* Personal skill. Some people are gifted designers of industrial processes. Some lack the intelligence or the dedication. I'd like to see a lot more room for mediocrity (and hence for excellence) in industrial process design in EVE. The new citadels are an excellent opportunity to allow players to research and tweak their production. Make it interesting and people will play with it.

* Scale. A fair chunk of truly rewarding industry atm involves moon-goo and is, for that reason, out of reach for small-gang oriented players. To my mind, industry is like small business: let EVE citizens build small industrial operations first. The big stuff will emerge dynamically. Instead we have a model that depends on the largesse of Alliance leadership to distribute goo. This results in a business ecosystem with megacorporations but few small businesses. Unhealthy.

* Aesthetics. PI is ok. But it's very far short of really building an infrastructure on a planet. Compare PI to SimCity. If our PI colonies were towns, they'd be 3rd world mineral extraction outposts with no concern for the location. It's hard to get motivated to do PI except for the sake of the isk. And, honestly, that's not very motivating. I'd like to be able to build a richly detailed planetary colony or an orbital outpost for the sheer aesthetic joy of it (and for the profit too).

---

I can't take blame or credit for these ideas. They've all come up in comms at various times. But I did want to write them up and see if CCP would take them into account when revamping industry later on in the year.

..


I swear that industry was just overhauled, or at least it seems that way...


  • No room for expertise. That looks good on paper, but like many other games that originally had this kind of system, they found that only the highest end product would sell, and all other versions were scrap.

  • Geography. This kind of already exists. You still aren't making Supers in HS... or drugs for that matter. And while you can generally put the parts together anywhere, some ship parts are made with material only gathered from different areas of space. Also, They tried a similar idea with the ill-fated teams concept.

  • Personal skill. Right now, the personal skill is in using the tools that are available to everyone and doing better then them. I don't think there's a place for actual player created new items. The skill factor comes in how ingenuitive a player can be with the items and information already at hand.

  • Scale. Meh, I buy parts made with moon goo, and I still turn a profit. That said, moons are lucrative resources, and as far as I remember, they are NOT found in HS. This requires resources outside of a single player's usual capability to protect. As far as I'm concerned... this is working as intended.

  • Aesthetics. More or less agreed on this. PI is the necessary chore, not the fun thing.


--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Daichi Yamato
Jabbersnarks and Wonderglass
#4 - 2016-07-22 23:07:34 UTC
- The way eve's data base works makes this difficult. But thats a good thing as pointed out, anything that wasn't "top of the line' would be worthless. One of the big points of eve is that everything is useful and under your idea, new players would have a hard time getting a hold of the skills and materials to make anything worth selling. - No.

- Where you source the materials does make a difference. Different rocks appear in different places which means you can mine the right materials quicker in some areas and build more ships/equipment faster. Moons used to be similar but everyone complained that the big alliances were getting a monopoly.

- Competition is good when it gets you out and doing stuff. Competition is not good when you're sitting in station playing lego.

- The other two i agree with. There was talk of making income more about line members grinding but i dont know what happened there.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Memphis Baas
#5 - 2016-07-22 23:21:14 UTC
Geography: They tried with R64 moons and had to introduce alternate materials so alliances wouldn't have monopoly.

Personal Skill: Whatever works best due to "skill", similarly to "how to kill boss x" in other games, ends up on the internets. At that point it's no longer "skill", but rather just a blanket 2% or 5% bonus that everyone gets.

Scale: CCP hasn't added any gameplay restrictions that would prevent the small business from working. Players, on the other hand, do follow economies of scale and price, and do band in alliances that act much like gangs rather than being nice. But you're asking CCP to police the entire playerbase in order to achieve "be nice to the small business", and I doubt they'll want to do that.

Aesthetics: Shrug. They'll probably say, just like with mission arcs, if you want epic mission arcs, play WoW or SWTOR. If you want detailed surface building, play simcity or minecraft.
Yana Shakti
Gradient Shift
#6 - 2016-07-23 01:59:29 UTC
Thanks for the helpful feedback.

A few clarifications:

With regard to the scale issue: I was not suggesting that CCP police the economy (obviously). There are types of industry that are well suited to small group work: booster and T3 production among them. I was suggesting more of that sort of thing and less moon-goo-based industry or any other industry type that forces people into large Alliances. Small-c capitalism is what I'm advocating.

Regarding geography: everyone knows where the R64 moons are. And when in doubt it doesn't take too too long to probe stuff out. On the other hand, there are aspects of the local EVE geography that need to be scanned down and only appear every few days. You only discover certain patterns by living in a place for a while. These discoveries are not always shared on the web. I was arguing for more of these sorts of geographic inequalities. I'm sorry that wasn't apparent. I should have made that clearer.

Regarding aesthetics: yes, I do indeed play other games. I can't stomach WoW. But building games are definitely up my alley. The problem, of course, is that the more I play those the less I care about isk, market orders, killboards, or any of the rest of it. I'm only one person, obviously. But I suspect that CCP would rather have people like me playing EVE than whatever else I play.

Anyway, again, thanks for the constructive feedback. Much appreciated.

Persephone IX
Imperial Academy
Amarr Empire
#7 - 2016-07-23 05:16:55 UTC
Yana Shakti wrote:

With regard to the scale issue: I was not suggesting that CCP police the economy (obviously). There are types of industry that are well suited to small group work: booster and T3 production among them. I was suggesting more of that sort of thing and less moon-goo-based industry or any other industry type that forces people into large Alliances. Small-c capitalism is what I'm advocating.


Then you have to shift attention from having the numbers to having the brains. As It stands today, everyone can invent items and do industry. For small capitalism to work , you need to be unique at what you are producing.Unless they change the model, or introduce a way that allows players to create unique items, there is no way to go against large alliances. That would place value to the individual, rather that the collective. And Eve focuses on the collective mostly.

Yana Shakti wrote:

Regarding geography: everyone knows where the R64 moons are. And when in doubt it doesn't take too too long to probe stuff out. On the other hand, there are aspects of the local EVE geography that need to be scanned down and only appear every few days. You only discover certain patterns by living in a place for a while. These discoveries are not always shared on the web. I was arguing for more of these sorts of geographic inequalities. I'm sorry that wasn't apparent. I should have made that clearer.


It goes back to the unique things. R64 availability is what makes large alliances excel in industry. If you were to introduce some randomness to materials, then alliances would probably crumble.

One thing is true, whether you are a small corp or a big alliance, there is always a select few that have certain abilities and take things forward, the rest follow. Likewise, there is a need for a way to distinguish smart capable industry players from the rest. It doesn't matter if you have access to materials like moon goo, unless you can produce the t2 bpcs, you will be forced to sell them on the market. And market can be manipulated to one's benefit or detriment. So yes, invention could be the key, creating variations of ships and modules with unique abilities, modified versions of them, that would add uniqueness. But difficulty to make would be off the charts. It follows the paradigm of tournament ships and commander modules. Their scarcity is what makes them valuable.

That will add a lot of complexity to the game, I don't know whether it would be feasible to do. As it stands today, you can still buy t2 materials from the market , build and sell at a profit, but you will have to be picky what and where you sell. Access to materials from the source give you more degrees of freedom.




CCP, Can I Haz My Stuff?

Memphis Baas
#8 - 2016-07-23 10:56:01 UTC
Persephone IX wrote:
There is a need for a way to distinguish smart capable industry players from the rest.


The small business way of life consists of investing everything you have, including your retirement funds, kids' college funds, and whatever loans you can get that you may not be able to repay, on an idea, which often fails. It's a risk-taking kind of life.

EVE is a game, and people who can be THAT committed to it, already are. There are super-rich players in the game, after all. Opportunities do exist, esp. in low, null, and wh space, but it's not about being smart and capable (a lot of people are), it's about being willing, and dedicated to the point of obsession. To a game.
Persephone IX
Imperial Academy
Amarr Empire
#9 - 2016-07-23 11:45:09 UTC
Memphis Baas wrote:


The small business way of life consists of investing everything you have, including your retirement funds, kids' college funds, and whatever loans you can get that you may not be able to repay, on an idea, which often fails. It's a risk-taking kind of life.


Yes, but this is a game, even in RL small businesses with good unique ideas get something out of it, before getting bought out ofc. Willingly or forcefully.

Memphis Baas wrote:

EVE is a game, and people who can be THAT committed to it, already are. There are super-rich players in the game, after all. Opportunities do exist, esp. in low, null, and wh space, but it's not about being smart and capable (a lot of people are), it's about being willing, and dedicated to the point of obsession. To a game.



Of course its a game, and there are smart and dedicated players, a lot of them obsessed indeed. And good at what they do. All Im saying is that even if you are equally dedicated and willing, the only way to differentiate between how good players can be, is volume and resources. Nothing else. There is nothing you can do to bring a personal touch that will shift the balance. Take pvp. FCs that come up with unique fits based on Intel and intuition, turn the tide around. There are multiple ways to counter another fleet. Industry is a bit linear. PVP and market pvp requires wits. Inventing stuff is just a clicking fest on multiple accounts. There is no real notion of invention. No pressure or time limit, no strategy and tactics to be followed. No problem solving, forcing you to either make a connection or lose everything.

CCP, Can I Haz My Stuff?

Do Little
Bluenose Trading
#10 - 2016-07-23 12:30:39 UTC
Something fairly basic like a T2 module requires:

- mining, refining, research, manufacturing to create the T1 version
- Moon mining, reaction farm, research, manufacturing to create the advanced components
- PI
- copying, invention to create the T2 blueprint
- manufacturing to create the T2 module
- hauling to take it to market and pickup any materials you don't harvest
- trade skills to buy and sell on the market.

Vertically integrated production is an ideal application of small-c capitalism and it can be very profitable in Eve. In my experience it's difficult to co-ordinate a group of people for industry so most train a few ALTS, create a corp and go it alone. Like most things in Eve, player knowledge and skill is a lot more important than character skill - I make an excellent income building and selling stuff while reading forum posts that industry is broken and not worth the effort!

My enjoyment is primarily the strategic planning - working on the business rather than working in the business - the actual gameplay tends to be somewhat tedious and repetitive. I'm not sure what CCP can do about that but, with industry and markets, a lot of it happens in the background. I don't need to babysit my research & production jobs or market orders.

It will be interesting to see if CCP offers a compelling reason for someone like me, with more than enough research and production slots to run my business from an NPC station, to build an industrial array. TE bonuses aren't likely to get me reaching for my wallet.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#11 - 2016-07-23 14:55:04 UTC  |  Edited by: Rivr Luzade
With regards to geographic differences, you can already achieve this by removing ore anomalies and instead improve the standard belts. Depending on the security level of a system, the standard belts contain certain ores; generally the lower the security level of a system, the better the ores are. This would create an onion like structure in null sec where the best ores are always only available in the best systems deeper in null sec and security levels of systems do not just influence how big the ore anomaly spawns are. This does not only create a bit of a strain between different sov holders, it also creates more trade opportunity for shipping compressed ores around and deal with your neighbors more. (Ihubs would obviously improve the standard belts with more rocks/better yield rocks/special rocks.)

Ore anomalies could again return to their signature status and become a special candy worth looking out for in your home mining system/constellation.

UI Improvement Collective

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

Iain Cariaba
#12 - 2016-07-23 14:58:54 UTC
Do Little wrote:
It will be interesting to see if CCP offers a compelling reason for someone like me, with more than enough research and production slots to run my business from an NPC station, to build an industrial array. TE bonuses aren't likely to get me reaching for my wallet.

Taxes.

If they slap a 2% tax on your production and there's an industrial array in system with 0.5% tax on your production, which one are you going use?

Now, say you don't have an available industrial array for three or four jumps. Is your production level high enough to justify the expense of building an industrial array to save yourself the 2% tax?

Stuff like that are reasons to build an industrial array. CCP has already shown a desire to entice people into using the new structures. Their ultimate goal is to phase out the use of NPC stations in favor of citadels*.

Honestly, building any kind of structure will require a cost analysis. Is it in your best interest, financially, to put up an array?

*Source: https://community.eveonline.com/news/dev-blogs/back-into-the-structure/
Persephone IX
Imperial Academy
Amarr Empire
#13 - 2016-07-23 15:17:37 UTC
Industry works as intended more or less, I would like to see some changes with invention as it is too linear. Having production lines without have to babysit them is ok. And the t2 production part is fine too. Maybe CCP could do something with t2 materials availability to a small degree, so as not to disrupt already established practices and territories, I don't expect anything too drastic too soon.

Perhaps invention also works as intended, since a lot of people can supply a lot of modules and ships, keeping prices low or commanding premium prices, if they can form a cartel. An idea would be to take a t2 bpc and through some modification process, get it to faction specs. To use the OPs name, you would end up with Yana Shakti's modified heatsink for example, giving you the same damage multiplier as a dead space counterpart that doesn't really exist in the game. Then you can go on and sell it to the market for a faction premium price (I don't know whether database managers will be happy about this). A unique item that gave its inventor some limited fame in New Eden and some money well earned. You could turn it into a faction or commander grade module, but these things already exist.

It shouldn't be an easy process, but at least sounds like invention. How feasible this is, I don't know, but Im sure you get the point.

CCP, Can I Haz My Stuff?

Yana Shakti
Gradient Shift
#14 - 2016-07-23 22:30:05 UTC
Persephone IX wrote:
An idea would be to take a t2 bpc and through some modification process, get it to faction specs. To use the OPs name, you would end up with X's modified heatsink for example, giving you the same damage multiplier as a dead space counterpart that doesn't really exist in the game. Then you can go on and sell it to the market for a faction premium price (I don't know whether database managers will be happy about this). A unique item that gave its inventor some limited fame in New Eden and some money well earned.


I like it. If this were done right it could really open up player vs. player competition in the research arena.

I think you'd want a non-linear invention grid where different outcomes were possible depending on the player skill, invention choices and in-game materials available to the lab operators. Choose your own adventure. Many possible outcomes... some poor, many good, only a few truly excellent. I'd suspect that the paths to the best outcomes would be a well-kept secret. Nobody who invests a year in figuring out how to construct a deadspace module from scratch is going to freely advertise how the trick is done.

I think designing that sort of game mechanic would take a huge amount of care and creativity. But if it were successful then EVE would become perhaps the only game out there that attempted to realistically model competitive scientific research. Surely that would be a selling point in terms of attracting more nerds? :)

(Btw, Project Discovery integrates naturally with all this. And so might future similar endeavours.)

Memphis Baas
#15 - 2016-07-24 04:20:30 UTC
Yana Shakti wrote:
Nobody who invests a year in figuring out how to construct a deadspace module from scratch is going to freely advertise how the trick is done.


Nobody is going to "invest" a year. This is a game. By definition, CCP will have to tell us what to do when they release the feature.

And as far as "freely advertise", there are SPIES in this game. And we share. As an example of how much we share: the next exploit that's found, pay attention to reddit and other forums, look at how many people know about it before CCP emergency-fixes it.

But in any case, it's not a new idea that hasn't been implemented by other MMO's. You want it chance-based? You want players to manually input the quantities and types of mats, and "play" until they find a formula? You want effects selected at random from a list of possible effects? You want a points scale, where your thing can have +3 speed but you must pick -3 agility to zero-sum it?
Persephone IX
Imperial Academy
Amarr Empire
#16 - 2016-07-24 07:14:16 UTC
Memphis Baas wrote:
Yana Shakti wrote:
Nobody who invests a year in figuring out how to construct a deadspace module from scratch is going to freely advertise how the trick is done.


Nobody is going to "invest" a year. This is a game. By definition, CCP will have to tell us what to do when they release the feature.

And as far as "freely advertise", there are SPIES in this game. And we share. As an example of how much we share: the next exploit that's found, pay attention to reddit and other forums, look at how many people know about it before CCP emergency-fixes it.

But in any case, it's not a new idea that hasn't been implemented by other MMO's. You want it chance-based? You want players to manually input the quantities and types of mats, and "play" until they find a formula? You want effects selected at random from a list of possible effects? You want a points scale, where your thing can have +3 speed but you must pick -3 agility to zero-sum it?


People in this game have invested a decade, another year wont be a problem :D

I would like to see some logic behind it. Its supposed to be invention. A good example is an old game called Mind Rover for people who have played it.

You add components and a set of logic gates (AND. OR, NAND,etc) connecting those components. Then release the rover into the arena. Depending on how solid your logic and component selection was, you get a certain behaviour. The arena environment produced a certain volatility so that even if your logic wasn't solid enough, you could still win because of lucky circumstances.

Yes, it will be chance based, thats what is going on today, you will use materials ofc, you could have a set of points like the game in relic sites allowing you for a number of mistakes before it goes kablooey.

Its not that you will need knowledge of second order differential equations to get the result, but I would like to see a certain degree of logic mixed with a certain degree of chance to get the blueprint. Then, its industry as usual. And depending what type invention/modification you are making, module or ship, difficulty will increase in an arithmetic or geometric progression respectively. It will be very easy to invent or "modify" a frigate class, but very difficult to create a Battleship.

I doubt this will ever be implemented, but still, the introduction of a non-linear invention process is something worth looking at. Even if it turns out to be a simplistic but relatively fun process,it would be better than a clicking fest.

CCP, Can I Haz My Stuff?

Rivr Luzade
Coreli Corporation
Pandemic Legion
#17 - 2016-07-24 07:49:44 UTC
Persephone IX wrote:
I doubt this will ever be implemented, but still, the introduction of a non-linear invention process is something worth looking at. Even if it turns out to be a simplistic but relatively fun process,it would be better than a clicking fest.

You are talking about new items necessary to do the invention, input different values and desired outcome and generally more non-linear gameplay around invention or manual creation of new items/existing items. I wonder how you want to squeeze that into 5 clicks: 1. Select the BP location; 2nd select the sub-location (containers), if you have; 3rd select the decryptor, if desired; 4th select the output location; 5th press Start
or 8 clicks if you involve Copying as well (select the Blueprint location, scroll for runs and jobs; select output location; press start)

Every additional click to that turns the process into a more extensive, bigger click-fest than it currently is.

UI Improvement Collective

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

Persephone IX
Imperial Academy
Amarr Empire
#18 - 2016-07-24 12:59:13 UTC
Rivr Luzade wrote:
Persephone IX wrote:
I doubt this will ever be implemented, but still, the introduction of a non-linear invention process is something worth looking at. Even if it turns out to be a simplistic but relatively fun process,it would be better than a clicking fest.

You are talking about new items necessary to do the invention, input different values and desired outcome and generally more non-linear gameplay around invention or manual creation of new items/existing items. I wonder how you want to squeeze that into 5 clicks: 1. Select the BP location; 2nd select the sub-location (containers), if you have; 3rd select the decryptor, if desired; 4th select the output location; 5th press Start
or 8 clicks if you involve Copying as well (select the Blueprint location, scroll for runs and jobs; select output location; press start)

Every additional click to that turns the process into a more extensive, bigger click-fest than it currently is.


Ok, let me rephrase that then.

I doubt this will ever be implemented, but still, the introduction of a non-linear invention process is something worth looking at. Even if it turns out to be a simplistic but relatively fun process,it would still be better than a Brainless clicking fest.

CCP, Can I Haz My Stuff?

Yana Shakti
Gradient Shift
#19 - 2016-07-24 17:01:49 UTC  |  Edited by: Yana Shakti
Persephone IX wrote:
I would like to see some logic behind it. Its supposed to be invention. A good example is an old game called Mind Rover for people who have played it. You add components and a set of logic gates (AND. OR, NAND,etc) connecting those components....


I really like the idea. To be honest, a sufficient number of computer programmers, engineers and scientists play this game that even if you made the puzzles quite a lot more advanced than first order logic, you'd probably get enough people trying to solve them.

The challenge would be to make the invention process non-repetitive so that someone who became proficient with it still faced a challenge each time. The 'general idea' should be learnable but no general solution should exist.

Also, I wonder if invention should require extra exploration materials for the process? I mean beyond decryptors. Dunno. That would certainly reinforce exploration as a valued lifestyle in EVE. It might also be a way to reinforce geography as a feature.

Memphis Baas wrote:
Nobody is going to "invest" a year. This is a game. By definition, CCP will have to tell us what to do when they release the feature.


I don't think CCP 'owes' the players anything close to an explanation of top-tier content whether that be in exploration or in invention. Or in solo pvp for that matter. It's up to the individual to figure things out. Some can and some can't.

Notice that recently there have been a number of additions to the game, especially in exploration, that are not written up anywhere. New items, new areas, ... This has encouraged the rise of niche communities that have discovered a way to access / use the esoteric content. I feel that this strengthens the game, its depth and its appeal.

So regarding invention: So long as the middling player can obtain a decent invention result often enough, that should be just fine. Even the below-average explorer can hack a can often enough to get something out of it. Same should go for invention. But what's tricky to figure out is how the invention of really elite (deadspace equivalent) modules should go. I think that's what Persephone was addressing.

..
Persephone IX
Imperial Academy
Amarr Empire
#20 - 2016-07-25 17:24:41 UTC
Yana Shakti wrote:


So regarding invention: So long as the middling player can obtain a decent invention result often enough, that should be just fine. Even the below-average explorer can hack a can often enough to get something out of it. Same should go for invention. But what's tricky to figure out is how the invention of really elite (deadspace equivalent) modules should go. I think that's what Persephone was addressing.

..


Depending on what the player wants to invent, yes, inventing common t2 stuff should be accessible by everyone, but for a unique item, display of superior thinking should be necessary. And for modified ships, things will get so difficult progressively, that you will need to be or become somebody.

You could end up tweaking a t2 ship bpc, take for example the absolution. During the modification process you could convert it from a carthum conglomerate design to a khanid design, tweaking its command ship bonuses from rate of fire to capacitor capacity or recharge. That way you expand the ship pool. Or a visiam design, tweaking for more tracking, but no resistance bonus. Or better fleet bonuses. You will always have to sacrifice something to get your end result.

A lot of people get a lot of afk money through the current invention process, so maybe CCP isn't interested in changing the status quo. The original t2 bpcs could stay as is, but if you want a different flavour, you have to work on it. And you would need a cooked absolution for the conversion process, not a harbinger.

Maybe Im stretching it, with both modules and ships. After all the real question is whether a non linear invention process is feasible and necessary, and if yes, what impact would it have in the game. Hopefully it will spice things up and allow players to earn their honours and isk, in a slightly different yet mentally stimulating and fun way.

CCP, Can I Haz My Stuff?