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Extra Materials - what is it I am missing?

Author
Skalle Pande
Teknisk Forlag
#1 - 2013-10-18 12:20:41 UTC  |  Edited by: Skalle Pande
The concept of "Extra Materials" on some blueprints (frigates, as the example in this case) could do with some adjustments - as it is, some things don't make sense, and furthermore, some mechanisms to avoid the extra cost must exist (can be inferred from prices), but could be made a little more documented and accessible, as I have so far found no clue at all to how that can be done.

The "don't make sense"-list includes:

  • That the extra materials required are not influenced by skills and research. They should be. There is very little reason to research on blueprints with extra materials. On a Burst frigate, for instance, researching form zero to perfect ME will reduce cost by only 1.2 percent, or appr. 3,800 ISK out of about 315,000 ISK. (Prices calculated from Jita mineral prices today, according to EVE-Central, see later) On the contrary, in real life you would often be able to find substantial savings in production, not only in the material content of the final product.
  • That the extra materials do not appear as "100 % waste" in the manufacturing quote you get when installing the blueprint. This would clarify the real meaning much better
  • That only a few items are affected (but affected very much). You should consider moving a part of the material requirements of ALL produced items into the "not recoverable" portion (even if that would bring down the immense wrath of all who transport materials by "compressing" them into finished products - a mechanism wich by itself is so mindblowing insensical that it belongs in a different topic). A bit like that you can bring down taxes by training Accounting, but you can't eliminate them altogether: There is ALWAYS waste where there is production.

The "Hidden mechanism" assumption comes down to this: I found this old, forgotten Burst frigate BPC from way back in the tutorial days and decided to manufacture the remaining ships to get rid of it. I checked market prices:
  • A Burst frigate sells for appr. 50-70 kISK, depending on market - fine.
  • Production cost from "list of materials", appr. 40 k - fine (Prod.Efficiency skill lvl V, raw BPO: 2928 trit, 311 pyer, 508 mex, 1 iso, for a total of 38728 ISK at Jita today low 5% sell, according to EVE-Central). Until I scrolled down and found the
  • Extra Materials required (13,338 trit, 2717 pyer, 3538 mex, 149 iso, 20 nocx, 3 zyd, 1 mega).
  • Total cost of materials: well over 300 kISK. NOT fine. Does not compute.

At any one day there are tens of thousands Burst frigates on the market, and daily trade is on the order of several hundred if not thousands as well. That this should take place at prices that is one fifth of production cost, apparently, is very, very odd. There can be only five reasons:

  1. Either these boats are all produced before the frigate changes (almost a year ago) and have been stored since
  2. Or they are produced and marketed by "Manufacturing bots" that have not yet discovered the 8-fold increase in production costs and adjusted prices accordingly (otherwise you would just sell the raw materials)
  3. Or they are not produced at all but are injected by players through a hitherto unpatched bug allowing copying of items
  4. Or they are injected by CCP like skillbooks (to keep prices down - but the idea of extra materials was to raise prices?)
  5. Or there is a way to bring down the amount of unrecoverable extra materials wasted in the production

Reason 1-4 are all very, very unlikely. So - what am I missing? How do you bring down the amount of extra materials? And more importantly, how do you find out? It is too well hidden, as it is

At some point "Extra Materials" were introduced into blueprints. First, I think as ships to be rebuilt into tech II hulls, which makes sense - you do not get the original ship back when you reprocess the tech II variant. Sort of. Then , I believe, CCP started using the "Extra Materials" to increase prices of some ships (and containers, when production was transferred to players) but didn't wan't to risk said ships etc. to become mineral faucets post patch, which makes sense too. However, using the "Extra Materials" concept was perhaps the easiest way to do it but perhaps not the wisest. At least it appears a very "patchy" solution.
Lukas Rox
Aideron Technologies
#2 - 2013-10-18 13:19:32 UTC  |  Edited by: Lukas Rox
Extra materials have been added to all Tech I ships that hae been rebalanced as a part of Tiericide program.

CCP wanted to adjust the prices based on new features of rebalanced ships.

Simple increase of Base Materials would allow players to build zillions of frigates with less materials before patch came to Tranquility, and then reprocess those frigates after the patch has been deployed, effectively making more minerals from thin air and for free.

EVE players are known to find & abuse these kind of changes, so CCP employed the Extra Materials that was already used for Tech II items. The difference between Base and Extra materials is that when you reprocess the item, you only gate Base Materials back, while Extra Materials are irrevocably lost.

I have covered this in a post of mine, when CCP rebalanced mining barges.

CCP is not converting these Extra Materials to Base Materials now, because there is a distinct possibility that some players made a zillion of ships before patch anyway and are still waiting for CCP to change these materials to Base Materials. In the worst case scenario, these players can still sell the ships without reporcessing (still making a tidy profit).

Proud developer of LMeve: Industry Contribution and Mass Production Tracker: https://github.com/roxlukas/lmeve | Blogging about EVE on http://pozniak.pl/wp/

Lukas Rox
Aideron Technologies
#3 - 2013-10-18 13:21:23 UTC
Duplicate post - please remove

Proud developer of LMeve: Industry Contribution and Mass Production Tracker: https://github.com/roxlukas/lmeve | Blogging about EVE on http://pozniak.pl/wp/

Velicitia
XS Tech
#4 - 2013-10-18 13:59:32 UTC  |  Edited by: Velicitia
Pretty much everything Lukas said.

To expand more on your questions:

1. This is possible, though as the Burst is a pretty low-end ship, you've probably got a lot of "Minerals I Mine Are Free" (MIMAF)morons people gutting the market. They can mine Trit, Pyer, Mex, and Iso pretty easily in hisec, so they're only accounting for the price of the Nox, Zyd, and Mega. 20 nox = 13240 ; 3 zyd is 1650 and 1 mega is 1600 ... so they think their build cost is about 16k and they're making "huge profits" on the ship.

2. see: MIMIF comment above

3. That would be bad, and probably end up with CCP going "lol,nope" to your wallet (allll kinds of bad for having negative wallet)

4. They are not.

5. There is not.


Please also bear in mind that there is a display bug in the manufacturing window, wherein the ME (and PE less than 5) waste is all shown in the row for "normal" materials, rather than being shown properly under the "Extra Materials" Header.

E.g. building our ME 0 shuttle, let's assume it has 2500 base and 500 extra materials

the Sci. & Ind. quote should show:

Material | Units | Waste %
- Tritanium | 2750 | 10%

Extra Materials | Units | Waste %
- Tritanium | 550 | 10%


HOWEVER, it shows this:

Materials | Needed | Waste %
- Tritanium | 2800 | 12%

Extra Materials | Needed | Waste %
- Tritanium | 500 | 0%

(2750 + 550) = 1300 = (2800 + 500) -- I believe CCP has already stated they're working on it and a fix will come soon(tm).


Furthermore, all material usage (or return) is decided off the "Base Materials". If you build a shuttle (Base Need = 2500 Trit) at ME 0 (10% Waste), it will take 2750 minerals to produce. If you then refine it with a perfect refiner, you will only get 2,500 trit back. Any refining inefficiencies will reduce your yield (e.g. a 90% refiner will only get 2250 mins back).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Skalle Pande
Teknisk Forlag
#5 - 2013-10-18 22:32:10 UTC  |  Edited by: Skalle Pande
Velicitia wrote:
1. This is possible, though as the Burst is a pretty low-end ship, you've probably got a lot of "Minerals I Mine Are Free" (MIMAF)xxxxx people gutting the market. They can mine Trit, Pyer, Mex, and Iso pretty easily in hisec, so they're only accounting for the price of the Nox, Zyd, and Mega. 20 nox = 13240 ; 3 zyd is 1650 and 1 mega is 1600 ... so they think their build cost is about 16k and they're making "huge profits" on the ship.
2. see: MIMAF comment above
3. That would be bad, and probably end up with CCP going "lol,nope" to your wallet (allll kinds of bad for having negative wallet)
4. They are not.
5. There is not.

You are basically saying that option 2) is the correct one: That those MIMAF players (something was crossed over, I couldn't quite read it but it seemed adequate), are still mindlessly mass-producing and selling frigates at a fifth of the raw materials' price? Like robots without an update - it has been about a year now? And that they still exist in numbers large enough to define the average market price of the old tier 1 frigates? The anti-botting team of CCP ought to look into that. I find it hard to believe that industrialist players, who presumably will buy the needed high-end minerals in the market, can't bother to look up prices of low-end minerals and do a quick, off-hand calculation. But if you say so.... I was hoping for option 5)
Quote:
Please also bear in mind that there is a display bug in the manufacturing window, wherein the ME (and PE less than 5) waste is all shown in the row for "normal" materials, rather than being shown properly under the "Extra Materials" Header. (...) I believe CCP has already stated they're working on it and a fix will come soon(tm).

You are right - there is this bug, only it does not appear to my (skilled) main but only to my unskilled alt. I bought an Atron BPO with an unskilled alt, and the numbers came out like this (isogen as the example):

Materials: (Required/Missing/Waste)
Isogen: 71 / 313 / 88,7 %

Extra materials:
Isogen: 242 / 313 / --

This adds up like you say - the BPO Bill of materials says "Isogen: you: 11, perfect: 9", and then 242 units in extra materials. 11, not 71, with the difference of 60 being 25 % of the 242. I think the 60 should not be there at all, according to CCP. It is explicitly stated that the "extra material" requirements "are not affected by skills". My initial point was that the extra materials are 100 % wasted, in the sense that you can't have them back by reprocessing, and that this ought to appear in the third column in the Sci & Manuf quote.

My point was also, that it is downright silly that the "extra" is not influenced by skill and research.

Lukas Rox wrote:
Extra materials have been added to all Tech I ships that hae been rebalanced as a part of Tiericide program.
(...) Simple increase of Base Materials would allow players to build zillions of frigates with less materials before patch came to Tranquility, and then reprocess those frigates after the patch has been deployed, effectively making more minerals from thin air and for free. (...) In the worst case scenario, these players can still sell the ships without reporcessing (still making a tidy profit).


Yea, I am aware of that (and said as much), and I appreciate that CCP had to avoid turning the tier 1 frigates into mineral faucets. However, the "Worst case" you state is not nearly that - in fact, that happened A LOT with all these ships - frigates, Retrievers and many more. Entreprising players built or bought huge numbers pre-patch and sold them post-patch, this is not worst case, it is someone seeing a business opportunity and acting on it. And it is shortlived, the effect being that prices don't jump 500 % in a day but rather more slowly, while player stocks deplete. If there are still players out there with zillions of frigates stocked, they have had quite a lot of capital invested in this for really many months now.

But can we agree that a) it does not make sense that "Extra materials" are not influenced by skill and research? That, at least, must be quite easy to change, and I can't see any ways of exploiting it - in fact, I can see no reason at all why it was not made so in the first place, except for pure oversight. And b) that it would make more sense if all production had some wasted "extra materials", at least form a "first princples" standpoint? Which could be achieved by moving some of the regular "Required materials" into the "Exrtra" category, while keeping the total unchanged? This, however, would probably create substantial amount of rage.