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Dev blog: Building Dreams: Introducing Engineering Complexes

First post First post First post
Author
Skia Aumer
Planetary Harvesting and Processing LLC
#481 - 2016-10-13 15:13:13 UTC
Urziel99 wrote:
Strong words, you don't know me very well, do you?

I know that you like switching topics.
Risks in citadels. Please answer.
RainReaper
RRN Industries
#482 - 2016-10-13 15:17:33 UTC  |  Edited by: RainReaper
Chani El'zrya wrote:
So I just wonder now was it the goal of CCP ?

That is a legit question.
They used to explain their goals in devblogs, but apparently not anymore. I guess that is a reason for a larger part of frustration we see here.[/quote]

yes!
If the goal with the new structures is that only corporations that got people that work togheter should be able
to use them effectively then id say most of us would shut up and HTFU.
But CCP havent said anything about this.
So people are complaining about how this will mess them up.

I personaly remember reading that Medium structures where suposed to replace the old starbases, large would replace outposts and then the XL would be in a new leauge to any of the structures we have had.

And with the fuel costs and such it just seems very contradictory.
This is why there is a lot of frustration.
Again if CCP would explain whats happening id say most of our frustration would vanish.

CCP YOU BETTER NOT PULL A NO MANS SKY ON US! YOU KNOW WHAT HAPPENED TO THEM!
Sgt Ocker
What Corp is it
#483 - 2016-10-13 16:29:29 UTC
Skia Aumer wrote:
Chani El'zrya wrote:
Urziel99 wrote:
Why do you need to build your own factory when you can't keep it producing to the capacity of a single character, let alone a single account? Why would you WANT to?
EDIT: If you want to do it just because, you can! And unlike your tower, you can easily rent it for use by others paying the fuel cost and more in taxes!


There are two reasons :

1) Access to T3 production
2) Access to low index manufactering system which has no NPC station.

Wrong!
You dont need to build YOUR OWN factory!
It does not! HAVE! TO! BE! IN! YOUR! POSSESSION!

The mental inertia is so strong with some people, it seriously blows my mind.

Of course you won't have to build your own - There are plenty of players out there who will build EC's all over the place AND set them up to run with full bonuses for what everyone else builds.

There will be multiple EC's in every viable System that will have public access, so never fear, you will be able to keep building what you do now, with top bonuses.
System indexes and taxes - never mind, there will be enough EC's you can just move to a lower index system to make that bit extra.
-- - -- - --
What I'm curious about is; How would the owner of a public access EC actually charge public customers for using it - Manufacturing taxes are all NPC, job cost charges are collected by NPC's, system index costs are paid to NPC's.

So where does an owner get his or her bit? How do they charge for a % of the fuel cost from each user, how do they charge for a bit of profit or to recoup the quite large build costs to put the EC there for others to use.


If an owner has to charge above the already existing manufacturing costs - Where is the incentive for the public to use it?

I have other concerns, like what happens if an unscrupulous owner just turns off the EC's services and holds everyone using it to ransom. Stealing and scamming is part of Eve BUT should CCP be designing and giving players tools to rob other players?

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

SurrenderMonkey
State Protectorate
Caldari State
#484 - 2016-10-13 16:31:07 UTC  |  Edited by: SurrenderMonkey
Urziel99 wrote:


Most of the orders in the citaels are plex that can be redeemed there and never needs to leave. The rest of the activity is offshoring. now imagine how much they would be used if the broker fee went up based on the amount of activity in the system. Then you might have a similar situation to evaluate. Till then, apples meet oranges.



This doesn't make sense. We know people will do industry under what some would consider to be "high" index values. We know this because high indices exist. Why would people not, then, happily perform that industry in an EC, with a bonus that would offset those index costs? Look at a system like Bahromab. Very popular manu system due to its positioning almost exactly between Amarr and Jita. This keeps logistics costs down, for the people who correctly incorporate those instead of just ignoring them because things-I-haul-myself-are-free! Lots of NPC stations there, too. If you're going to build there - and people ARE going to build there - would you rather do it in an unbonused NPC station, or in an EC with a material and time bonus?

Eve players have this way of taking the worst-case-scenario and then arguing as if that one possible outcome is the average, or even only possible outcome. It's utterly nonsensical.

"The owner could shut down the service just to troll!"

Well, yes, they could. And it's pretty much a guarantee that some will, at some point. It probably won't be a common experience, because it's rather.... Pyrrhic... trolling. This is absolutely a manageable risk.

"OMG it could get wardecced and blown up!"

Again, can happen, will happen. You can manage this risk. In most cases, for most jobs, it should be trivial to time your builds to avoid the vuln timer. You could also even - perish the thought - join the war as a defender and contribute to the survival of an EC you enjoy using. This is a manageable risk.

"Index costs will be too high!"

In the short term, I absolutely agree that ECs don't compare favorably, in high sec, to POS. Right now, a POS gets an adequate bonus which, along with their fixed and operating costs, and the ability to Dial-a-'Dex, is hugely advantageous, no doubt. In the long run, though, index costs will increase on average, and those increased costs will be incorporated into market pricing. It's not going to be that big of a deal. This might deter early adoption, but it doesn't represent a problem of any permanence.

You can't treat every individual concern as a deal breaker, when they're really just variables to be incorporated into your risk-benefit analysis.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Iowa Banshee
Fenrir Vangard
#485 - 2016-10-13 17:57:26 UTC
Kinizsi wrote:
CCP Phantom wrote:
With the huge expansion EVE: Ascension arriving on Nov 8, we will see the introduction of the eagerly awaited new Engineering Complexes.

We will get a new set of service modules that will expand research and manufacturing support to the entire line of Upwell structures. These service modules will be fully compatible with existing Citadel structures. Simultaneously, Upwell will be releasing a new set of Engineering Complex structures which are bonused for optimal performance with these service modules.

All details are now available in the new blog Building Dreams: Introducing Engineering Complexes



One BIG QUESTION, what affects all:

DOES THE INDUSTRY JOBS PAUSE WHEN THE EC GET REINFORCED?


IF the answer is NO, there will be no reason to attack any M-L Engineering Complex, cause all industry jobs would finish way before the enemy can reinforce again, and finally kill the EC.

So there will be no industry job loot, no real motivation, and all stuff would be secured by asset safety mechanism. = NO CONTENT, no reason to kill those EC's.

Only XL EC can drop loot that way, from the super constructions, pretty much nothing else. This wouldn't be Good at all, so please CCP like it's with POS's PAUSE ALL manufacturing jobs, when the EC is reinforced.


It takes less time to kill an EC in a wormhole so WH dwellers get shafted yet again
Arrakis Askiras
Dreddit
Test Alliance Please Ignore
#486 - 2016-10-13 18:14:43 UTC
Sgt Ocker wrote:

What I'm curious about is; How would the owner of a public access EC actually charge public customers for using it - Manufacturing taxes are all NPC, job cost charges are collected by NPC's, system index costs are paid to NPC's.


At least with POS arrays the tax - if one is set - is paid to the corp owning the array, not NPCs. I think it's the same for outposts. I guess the new structures will work the same.
Iowa Banshee
Fenrir Vangard
#487 - 2016-10-13 18:17:30 UTC
Skia Aumer wrote:
Chani El'zrya wrote:
As already said many times on this thread, there are two options for entry level industrialist:
1) NPC station
2) Public ECs/Citadels

Both comes with serious disadvantages compared to current POS system in terms of profitability when operating in high sec space + the risk of wardec. Those are facts nothing to be discussed anymore (break even point is too high for casual indy...).

Let's put it another way. Right now, "casual indy" can use POS. What tools can use "hardcore indy", to have some advantage?



Lets put it yet another way .
When the POS or just its bonuses "go away" The casual/solo indy will in no way shape or form be able to compete.
Skia Aumer
Planetary Harvesting and Processing LLC
#488 - 2016-10-13 18:58:47 UTC  |  Edited by: Skia Aumer
Iowa Banshee wrote:
Skia Aumer wrote:
Chani El'zrya wrote:
As already said many times on this thread, there are two options for entry level industrialist:
1) NPC station
2) Public ECs/Citadels

Both comes with serious disadvantages compared to current POS system in terms of profitability when operating in high sec space + the risk of wardec. Those are facts nothing to be discussed anymore (break even point is too high for casual indy...).

Let's put it another way. Right now, "casual indy" can use POS. What tools can use "hardcore indy", to have some advantage?



Lets put it yet another way .
When the POS or just its bonuses "go away" The casual/solo indy will in no way shape or form be able to compete.

Absolutely wrong.
T1 ammo has fair profit margins.
P4 has fair margins AND decent volumes.
And there will be public ECs.

That's just off the top of my head. They can operate in mini-hubs too, where prices are higher but volumes are lower. Just like IRL, big fish takes over big markets, small business gets other niches (but nevertheless important).
Mariko Musashi Hareka
Kaishin.
#489 - 2016-10-13 19:17:06 UTC
Hey CCP so when can we expect all of the changes for Ascension to be on Singularity? You have already posted that Ascension is to be deployed on TQ on Nov 8th and here it is Oct 13th. With 26 days left until the 8th and yet there is only a small fraction of whats to come. I'm not a game designer but from my perspective seems you are cutting it a little to close to be able to launch it on Sisi and have it tested thoroughly considering how long it takes to anchor structures and setup and then even test things out in them like building, researchi8ng, copying etc. Or even testing out the Rorqual for its changes and then be able to give you feedback on how it works, doesn't, bugs etc.
SurrenderMonkey
State Protectorate
Caldari State
#490 - 2016-10-13 19:19:01 UTC  |  Edited by: SurrenderMonkey
Sgt Ocker wrote:
[
What I'm curious about is; How would the owner of a public access EC actually charge public customers for using it - Manufacturing taxes are all NPC, job cost charges are collected by NPC's, system index costs are paid to NPC's.

So where does an owner get his or her bit? How do they charge for a % of the fuel cost from each user, how do they charge for a bit of profit or to recoup the quite large build costs to put the EC there for others to use.


If an owner has to charge above the already existing manufacturing costs - Where is the incentive for the public to use it?




Manufacturing taxes are NPC in an NPC station. At a POS, they're whatever the owner sets, and paid to the owner. Job cost charges are just system index + tax.

The actual TAX is applied to the index cost, and the index cost is a function of the index * the base item cost.

Let's say we're building caracals in Amarr.

Base item cost: 7,818,879
Index: 7.09%
NPC tax: 10%

Index cost: 7818879 * .0709 = 554358.5
Tax: 554358.5 * .1 = 55435.85
Total installation cost: 609,794
Material cost on an ME 10 print (industry window estimate, we're not building a church, here): 9,959,340
Material + installation costs: 10,569,134

Now suppose we threw up an EC with a T2 ME rig, here. How much could we tax to hit the same material + installation cost?

The index cost will be identical, that's based on the system index and base value - those remain unchanged.
Material cost, approximately: 9,959,340 * .964 = 9,600,803
Index cost: 554358.5
Index + Material = 10,155,162.26
Difference: 413,972
Tax ceiling: 413,972/554,358 = 75%.

Because the MATERIAL SAVING is applied to the total material cost, and the TAX is applied to the index, which itself is a fraction of the base cost, the tax charged in an EC could be a lot more than in an NPC station while still representing a net value to the consumer.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Urziel99
Multiplex Gaming
Tactical Narcotics Team
#491 - 2016-10-13 19:19:39 UTC
Skia Aumer wrote:
Urziel99 wrote:
Strong words, you don't know me very well, do you?

I know that you like switching topics.
Risks in citadels. Please answer.


Loss from station tax hikes.
Loss from Asset safety delays (5-21 days with no material or blueprints)
Loss from Asset Safety fees, if applicable.
Loss of components from jobs in progress if EC destroyed.
Loss of time hauling to EC's in hopes of getting small bonuses.

And that's just if you are an end user and not the owner.

None of these are acceptable given the low and spastic potential bonuses being offered.
Vald Tegor
Empyrean Guard
Tactical Narcotics Team
#492 - 2016-10-13 19:57:43 UTC
Sgt Ocker wrote:

What I'm curious about is; How would the owner of a public access EC actually charge public customers for using it - Manufacturing taxes are all NPC, job cost charges are collected by NPC's, system index costs are paid to NPC's.

So where does an owner get his or her bit? How do they charge for a % of the fuel cost from each user, how do they charge for a bit of profit or to recoup the quite large build costs to put the EC there for others to use.

If an owner has to charge above the already existing manufacturing costs - Where is the incentive for the public to use it?

Manufacturing taxes are not NPC. They go to the facilily owner, just as with outposts.

The tax is a percentage of the Install cost, which is subject to the Index. The more the index spikes, the more revenue the taxes will generate as a percentage of that, exacerbating the cost to public users. This will lead to thinner margins for users. New jobs will migrate. Index and therefore effective taxes will drop, people will come back. Note this does not require the operator to manually adjust the tax rate at any point.

A cunning industrialist will spreadsheet his EC's public tax rate, such that it maintains an index that is profitable for him to produce his own wares while subsidizing the facility costs.
Vald Tegor
Empyrean Guard
Tactical Narcotics Team
#493 - 2016-10-13 20:03:55 UTC
Iowa Banshee wrote:

It takes less time to kill an EC in a wormhole so WH dwellers get shafted yet again

I've covered some choices and options you have earlier in the thread.

You need to get rid of this mentality of "I need to do it the most efficiently with minimal risk" in a wormhole.

The benchmark for wormhole life is "I CAN do it". As in, it is possible. There are reasons why it is favorable to do it inefficiently. All part of

SurrenderMonkey wrote:

You can't treat every individual concern as a deal breaker, when they're really just variables to be incorporated into your risk-benefit analysis.

TheSmokingHertog
Julia's Interstellar Trade Emperium
#494 - 2016-10-13 20:14:52 UTC
CCP Fozzie wrote:
Hey folks, thanks for all the replies so far. I'm going through everything and I'll be making a big Q&A post with answers at some point soon.


No hurries, we wait.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Iowa Banshee
Fenrir Vangard
#495 - 2016-10-13 21:43:33 UTC
Vald Tegor wrote:
Iowa Banshee wrote:

It takes less time to kill an EC in a wormhole so WH dwellers get shafted yet again

I've covered some choices and options you have earlier in the thread.

You need to get rid of this mentality of "I need to do it the most efficiently with minimal risk" in a wormhole.

The benchmark for wormhole life is "I CAN do it". As in, it is possible. There are reasons why it is favorable to do it inefficiently. All part of

SurrenderMonkey wrote:

You can't treat every individual concern as a deal breaker, when they're really just variables to be incorporated into your risk-benefit analysis.



I thank you for your opinions and I'm sure you have some expertise in the subject.

One thing I should point out is my benchmark for wormholes would be "I CAN do it NOW" , I do it now, to me this is fact - it is proven fact.

Regardless of it's profitability or efficiency the mantra will become "I CANNOT do it anymore" because this update is not an improvement for all EVE players for many it is a huge obstacle and in the case of solo/small corps it is an insurmountable obstacle given their chosen playing style.

It will not be popular for those affected because no one likes being forced into a different environment .
Vald Tegor
Empyrean Guard
Tactical Narcotics Team
#496 - 2016-10-13 22:16:47 UTC
Iowa Banshee wrote:


I thank you for your opinions and I'm sure you have some expertise in the subject.

One thing I should point out is my benchmark for wormholes would be "I CAN do it NOW" , I do it now, to me this is fact - it is proven fact.

Regardless of it's profitability or efficiency the mantra will become "I CANNOT do it anymore" because this update is not an improvement for all EVE players for many it is a huge obstacle and in the case of solo/small corps it is an insurmountable obstacle given their chosen playing style.

It will not be popular for those affected because no one likes being forced into a different environment .

Why will you be unable to do it after? You can install an invention lab and a manufacturing plant in your Astrahus - presumably you have one already. It still has ample safety, and you will be able to carry on the activities, though at increased fuel costs.

Note that the hull itself bonuses production time - generally less relevant in WH space - and the effect of the rigs. You can still put, say, an M-set Advanced Medium Ship Manufacturing Material I rig on the astrahus for a 4% reduction in material cost, along with advanced component ME and invention cost or speed.

The fuel cost could get prohibitive, that will be an issue. Perhaps a system effect bonus is in order here. Something like reducing fuel consumption for industry services in wormholes by 50%. Similar to how the sov holder gets a fuel discount. Perhaps a scaling one would be in order, for different values based on the class of the wormhole. This would mitigate the fact you can't give access to third parties.

The big thing that is changing here is entry into a low class wormhole as a new entrepreneur. Currently low class holes have a massive home field advantage. It is relatively simple to build your own capitals in a tower, making you very hard to evict. Building them now will require an Azbel or Fortizar. This is a significantly higher setup cost. Though in mid and long term, presumably those who have them now will eventually lose them and require the same infrastructure to rebuild the asset.
SurrenderMonkey
State Protectorate
Caldari State
#497 - 2016-10-13 22:56:00 UTC
Iowa Banshee wrote:
Vald Tegor wrote:
Iowa Banshee wrote:

It takes less time to kill an EC in a wormhole so WH dwellers get shafted yet again

I've covered some choices and options you have earlier in the thread.

You need to get rid of this mentality of "I need to do it the most efficiently with minimal risk" in a wormhole.

The benchmark for wormhole life is "I CAN do it". As in, it is possible. There are reasons why it is favorable to do it inefficiently. All part of

SurrenderMonkey wrote:

You can't treat every individual concern as a deal breaker, when they're really just variables to be incorporated into your risk-benefit analysis.



I thank you for your opinions and I'm sure you have some expertise in the subject.

One thing I should point out is my benchmark for wormholes would be "I CAN do it NOW" , I do it now, to me this is fact - it is proven fact.

Regardless of it's profitability or efficiency the mantra will become "I CANNOT do it anymore" because this update is not an improvement for all EVE players for many it is a huge obstacle and in the case of solo/small corps it is an insurmountable obstacle given their chosen playing style.

It will not be popular for those affected because no one likes being forced into a different environment .


Reminded me of this, tbh: https://xkcd.com/1172/

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Pretentious Knob
Silhouette Services
#498 - 2016-10-14 00:32:24 UTC
Mara Rinn wrote:
How I would change Engineering Complexes to be a little more flexible:


  1. Provide more fitting slots than a citadel
  2. Provide less CPU, PG than a citadel
  3. Ensure that assembly arrays and labs can be paused at any time without damaging the work in progress
  4. Allow the station operator to offline and online modules at will
  5. Add a DPS floor set at 20% of the DPS cap, meaning that if incoming DPS drops too low the repair timer will not pause. No plinking away with a stealth bomber or cloaky recon, keeping the repair timer active while dealing 200 DPS for half a day waiting for your corp mates to wake up and attend the structure bash
  6. If not a DPS floor, add a repair cap allowing hull, armour, shields to be repaired but limiting incoming repairs to a certain amount of HP/second
  7. Add a hard repair timer of one hour starting from the end of the vulnerability window so that an attacker can't keep the station vulnerable for up to 24 hours from the vulnerability window by simply shooting the structure with a small fleet until the defender has to go to work/bed


This will at least allow the EC (which is much more valuable than a citadel in terms of strategic worth) to be treated like a POS. We can have it bristling with offensive and defensive systems, along with all those lovely labs and activity lines, and offline the weapons while focussed on industry. Then when under attack we can offline the industry modules and online the weapon systems.

Add a rig or module which will reduce the vulnerability window. Seriously, the structure with the smaller HP has the larger vulnerability window? Why?

Provide meaningful gameplay, encourage structure owners to be active during the structure's vulnerability window.

At the very least it should be possible for the owner of a small EC in hisec to e.g.: online enough hardeners to reduce the incoming DPS from a 12 battleship fleet to the point that the repair timer will start again, while maintaining reps on their own fleet to try and drive off the attackers.

Previous discussion about work to prevent a repair timer being indefinitely prolonged:


That's all I could find, a suggestion that maybe CCP will look at a DPS floor set to a percentage of the structure HP. Please let me know if there has been more discussion that I have simply not seen.



CCP just one of many suggestions. These structures have more value for all corps. It would be good if the various sizes have similar production and defence capabilities as their POS counterparts. Also please revisit fuel consumption.
JTK Fotheringham
Ducks in Outer Space
#499 - 2016-10-14 11:23:41 UTC
It's been a few days, and I've read a lot... but I still can't get my head around the fundamental game design here.

CCP invested in a mechanic to push industry away from concentrations in single systems, using the System Cost Index introduced in Crius (July 2014).
...wait a year
...wait two years
CCP invest in a (long-awaited) mechanic to replace Starbases with Citadels, with the promise of changes to Industry in Citadel (April 2016).
...wait almost 6 months
CCP introduce Engineering Complexes with a cost profile designed to reward industry concentrating in structures more valuable, arguably more vulnerable, and certainly with just as frustrating (though different) inflexibility than the Starbases they replaced.

You can see why industrialists feel there's no coherent approach to developing this area.

Upwell Consortium promised "industrialists of New Eden - big and small" a new home in the stars. For all the flashy advertising, it's just another empty corporate promise.

/JTK
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#500 - 2016-10-14 12:15:40 UTC
JTK Fotheringham wrote:
It's been a few days, and I've read a lot... but I still can't get my head around the fundamental game design here.

CCP invested in a mechanic to push industry away from concentrations in single systems, using the System Cost Index introduced in Crius (July 2014).

...although because they also removed POS anchoring restrictions and allowed infinite numbers of jobs to be run from any single facility it also encouraged and allowed people to concentrate. So even that plan and execution was somewhat contradictory.

It used to be that a person needed to have a lot of POS to do large scale industry and lots of people needing lots of POS meant industry naturally spread out without the need for tax/index incentives. Even those that used NPC stations had an incentive to spread out to get shorter queues and therefore more efficient use of their job allocation.

Those hard incentives were removed and soft incentives were added. But soft incentives do not force specific behavior like hard incentives. The willingness of many players to ignore inconvenient economic truths means that if an incentive is soft enough it can and will be ignored by large swathes of the playerbase.

JTK Fotheringham wrote:

...wait a year
...wait two years
CCP invest in a (long-awaited) mechanic to replace Starbases with Citadels, with the promise of changes to Industry in Citadel (April 2016).
...wait almost 6 months
CCP introduce Engineering Complexes with a cost profile designed to reward industry concentrating in structures more valuable, arguably more vulnerable, and certainly with just as frustrating (though different) inflexibility than the Starbases they replaced.

It's sadly designed in such a way that it will appeal to sov holding entities, that are crying out for more reasons to bother holding space, but not to the kind of industrialist player who works solo or with a small group of friends. As usual, the smaller industrialist is given the scraps from the table because the feature is designed primarily around the needs of an entirely different playstyle.

JTK Fotheringham wrote:
You can see why industrialists feel there's no coherent approach to developing this area.

It does certainly appear that the direction has changed repeatedly and the implementations and outcomes have not matched the marketed intentions.