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Reprocessing Changes Dev Blog

First post First post
Author
Emuar
Vak'Atioth War Veterans
#81 - 2014-03-22 22:49:09 UTC
Gilbaron wrote:
i actually made a spreadsheet to calculate if it's worth building an outpost or upgrading one with a refinery.

right now it's WIP since i am not done and not happy with the functionality. Also Lockefox is doing some things in the sheet and i am note exactly sure what his goal is.

but some things are already there and working:

https://docs.google.com/spreadsheet/ccc?key=0AmeSjuDVQf0TdF9QTnpRVUJrMUVna0tKY3pkTjZ0dVE&usp=drive_web#gid=0

the sheet shows you the amount of ore (in ISK) you need to refine in order to get back your investment, in each case compared to a 50% NPC station, assuming perfect standings. even though the numbers may seem high (435b for a T3 Minmatar Refinery) they are actually not. I currently make stuff in highsec, one character, 10 lines, lazymode. in last 30 days i went through 150 billion ISK in material. not all of it minerals, but it gives you a sense of scale. any serious industrial corporation will make the ISK back in no time.

I am not yet exactly sure if i want a T3 Minmatar Refinery with POS manufacturing or a T2 Amarr with a T3 Factory and a T1 Plant Upgrade. It's probably going to be the T3 Minmatar for Caps and Supers and the Amarr one for T1 Ships.



i like you

that's really funny because in other thread you agree with person who pointed that outpost must get the highest refine rate because it is expensive.

and here you talking that "any serious industrial corporation will make the ISK back in no time"

PS. nice spreadsheet

The mind is a constant. Unfortunately the number of people increases every year....

Gilbaron
The Scope
Gallente Federation
#82 - 2014-03-23 02:06:42 UTC
wat ?

my spreadsheet shows how much ore you need to refine in order to get your investment in the different kinds of refinery upgrades and outposts back. you need to factor in the other upgrade options you have if you want to decide which outpost you actually want to build.

over in the other thread i argue that those changes in general are a great step in the right direction.

i really don't see the contradiction you seem to have found.


Rowells
Blackwater USA Inc.
Pandemic Horde
#83 - 2014-03-23 04:40:16 UTC
any clarification on how working without compression bpos is going to pan out? is the interface changing? is the whole system getting redone?
SJ Astralana
Syncore
#84 - 2014-03-23 11:17:31 UTC
Dave Stark wrote:
SJ Astralana wrote:
Nevyn Auscent wrote:
SJ Astralana wrote:
Mineral prices are going to spike, which means produced item prices are going to spike harder. Happy times.

I wouldn't count on that.


You present a very well thought out counter-argument that makes sense. I've been expanding into more BPOs prior to this announcement, and if my battleships become less profitable worst case I'm hedged. Nevertheless I love change for what it teaches.


I think the logic there is people aren't going to buy minerals to export any more. if the demand goes down then so does the price.


I've thought about it a bit more and there are counterbalances. My original assumption is that mission runners will get less refine, but that could be completely off if refine isn't as big as it used to be. Also, casual and newer miners will get less refine for a while. They may not care enough about a few points to train the whole spectrum, and a few points off a supply is a big deal. There have been such substantial improvements in 0.0 mineral availability that I wonder if compression is that big a deal.

Hyperdrive your production business: Eve Production Manager

brinelan
#85 - 2014-03-23 12:20:01 UTC
SJ Astralana wrote:
Dave Stark wrote:
SJ Astralana wrote:
Nevyn Auscent wrote:
SJ Astralana wrote:
Mineral prices are going to spike, which means produced item prices are going to spike harder. Happy times.

I wouldn't count on that.


You present a very well thought out counter-argument that makes sense. I've been expanding into more BPOs prior to this announcement, and if my battleships become less profitable worst case I'm hedged. Nevertheless I love change for what it teaches.


I think the logic there is people aren't going to buy minerals to export any more. if the demand goes down then so does the price.


I've thought about it a bit more and there are counterbalances. My original assumption is that mission runners will get less refine, but that could be completely off if refine isn't as big as it used to be. Also, casual and newer miners will get less refine for a while. They may not care enough about a few points to train the whole spectrum, and a few points off a supply is a big deal. There have been such substantial improvements in 0.0 mineral availability that I wonder if compression is that big a deal.



mineral compression in null is a huge deal.
Ave Kathrina
My Ass Is On Fire
#86 - 2014-03-24 01:51:40 UTC
Lowsec cap builder here.

I see the TLDR here being that caps will be built in null at a cost which will consume most/all of my margin and then be jumped into low for sale.

Making my main activity in Eve no longer really worth the bother.

Fair enough then I guess.
I've done some really stupid shit in this game.
Gilbaron
The Scope
Gallente Federation
#87 - 2014-03-24 04:50:13 UTC
go join a renter corp that expects you to do nothing. there are plenty
H3llHound
Center for Advanced Studies
Gallente Federation
#88 - 2014-03-24 13:24:43 UTC
Rowells wrote:
any clarification on how working without compression bpos is going to pan out? is the interface changing? is the whole system getting redone?



Quote:
Please note that we are removing compression blueprints altogether in favor of a more user friendly solution.

Compression blueprints are quite redundant and annoying to deal with, which is why they are being removed altogether. Players who currently own them will be refunded at market buy price. If belonging to a corporation division at the time of the change, the money will be wired back to the corporation wallet.
From now on, when working with the Rorqual or the Compression Array, players will be able to right-click the ores or ices they wish to compress to immediately get the output.


You get the bpo's refunded and its done in the right-click menu.
penifSMASH
ElitistOps
Deepwater Hooligans
#89 - 2014-03-24 14:31:28 UTC
Ave Kathrina wrote:
Lowsec cap builder here.

I see the TLDR here being that caps will be built in null at a cost which will consume most/all of my margin and then be jumped into low for sale.

Making my main activity in Eve no longer really worth the bother.

Fair enough then I guess.


I don't understand why you nerds are crying about null with regard to these changes.

Most sov null refineries are already level 1 upgraded at the moment, so upgrading to level 3 ends up costing approx 42b isk. That doesn't include the opportunity cost of the logistics required to move 42b isk of freighters from low to null. Of course, not that many refineries across of all of EVE will end up upgrading to level 3. This is not just because of the prohibitive cost and effort of having to upgrade a station, but also because sov in null is constantly changing hands. Look at the Verite influence map from a year ago and the map is VERY different. The large majority of stations in sov space are simply not worth upgrading because of its region's volatility.

And if you are upgrading stations, you will only upgrade a few meaning that industry will be focused in those few singular systems. That will essentially paint a giant bullseye on them for attack or harrassment. And then it will take something like 6 months minimum for the sov holder to earn back the investment he made into upgrading said stations. That is an ETERNITY in Eve, especially in the sov game.

Assuming ALL THAT goes swimmingly well and without a hitch, the cap builder will need to have decided to move his production line from low-sec to sov space. Let's take a look at the extra logistics required -- extra fuel for more JF jumps, fuel for moving the capitals from null to low in order to sell them, clone costs for pod jumping your characters back to null for every cap you have to move, POS fuel for building the caps because refineries only have 5 build slots, and probably at least 2 extra cyno alts required to do everything. All this doesn't include the opportunity cost of the time spent doing everything -- such as moving the JF all the way to null or having to make a ton of freighter trips to your building POS from station with your 20m m3 of minerals, because if you do decide to build regular caps in null you have to do it on a scale large enough to make it worthwhile.

Of course if you are building on such a scale that expending all that effort gives you worthwhile margins over the generic low-sec cap builder, then your production business is large enough where you won't bother with crappy margins on overproduced Revs and Archons, and instead you're just going to go ahead and build supers.

But let's pretend for a second you're not some random pubbie idiot who is whining too much, and that low-sec capital building will take a huge hit. Building capitals in low-sec is so laughably easy in its current form. The entry barrier is so low that margins on capital hulls have become so small as everyone and his brother has invested in a capital BPO set and found a nice quiet station in low-sec with 50 unused build slots. The only actual change we'll see to low-sec building is lots of medium POSes with refining arrays popping up and possibly a slight increase in hull prices. If anything, CCP hasn't gone far enough in boosting null industry.
Tau Cabalander
Retirement Retreat
Working Stiffs
#90 - 2014-03-24 17:23:30 UTC
Gilbaron wrote:
my spreadsheet shows how much ore you need to refine in order to get your investment in the different kinds of refinery upgrades and outposts back. you need to factor in the other upgrade options you have if you want to decide which outpost you actually want to build.

I always wanted to see outpost related costs, just for curiosity, but am too lazy to build a sheet for it as I enter my prices manually, and a lot of materials go into these items.

Do you have sheets that cover platform cost + material costs, and upgrade cost + material costs, to generate your sheet?
Querns
Science and Trade Institute
Caldari State
#91 - 2014-03-24 19:24:00 UTC
Darryn Lowe wrote:
OK, since I've only ever been a lowly High Sec miner and therefore without the privilege of a Rorqual or POS actually can someone please explain to me the benefit of compression? I'm picking it's because of the obvious compressing allows more in one area yeah?

What skills are needed for compression then if these changes are going to allow the possibility of high sec POS without jumping through hoops? I'd like to get a jump on. :-)

After the change, compressing your ore means it will take up less space than what the ore would yield via reprocessing. This makes it easier to move to market. Because highsec will be at a disadvantage compared to low/nullsec for reprocessing, the smart highsec miner can and should sell compressed ore on the market, because those with the skills and the wherewithal to reprocess at the higher rates will be able to pay more for the ore than you would earn from refining it yourself.

It's a bit of a change from how things are now, but I feel like the smart miners will start doing business this way post-patch. Everyone wins.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Gilbaron
The Scope
Gallente Federation
#92 - 2014-03-24 20:04:37 UTC
Tau Cabalander wrote:
Gilbaron wrote:
my spreadsheet shows how much ore you need to refine in order to get your investment in the different kinds of refinery upgrades and outposts back. you need to factor in the other upgrade options you have if you want to decide which outpost you actually want to build.

I always wanted to see outpost related costs, just for curiosity, but am too lazy to build a sheet for it as I enter my prices manually, and a lot of materials go into these items.

Do you have sheets that cover platform cost + material costs, and upgrade cost + material costs, to generate your sheet?


i was to lazy to do something exact so i used rounded estimates based on the material (taken from chruker) which i just entered into evepraisal

Outpost Egg: 22b

Upgrading the slots: (Total - NPC Sellorder - Material)

T1 4,400,000,000 3,600,000,000 800,000,000
T2 13,600,000,000 7,200,000,000 2,000,000,000
T3 32,000,000,000 14,400,000,000 4,000,000,000

The Upgrades themselves (Total - Latest Upgrade)
T1 1,300,000,000 1,300,000,000
T2 3,900,000,000 2,600,000,000
T3 9,100,000,000 5,200,000,000

Note, the material varies between factions, so the end price may vary by maybe 3b. Upgrades in a faction all cost the same.
Tau Cabalander
Retirement Retreat
Working Stiffs
#93 - 2014-03-24 20:32:43 UTC
Gilbaron wrote:
Tau Cabalander wrote:
Do you have sheets that cover platform cost + material costs, and upgrade cost + material costs, to generate your sheet?

i was to lazy to do something exact so i used rounded estimates based on the material (taken from chruker) which i just entered into evepraisal

I never noticed before that Chruker had that info. Thanks!
Nevyn Auscent
Broke Sauce
#94 - 2014-03-24 23:47:24 UTC
penifSMASH wrote:
Snip.

Except your statement is given to be a blatant lie.
As one of the above posters proved that as a single character using a mere 10 lines he would make the entire cost of upgrading the outpost back in three months ON HIS OWN.
Given that if you set a Minmatar Outpost up right next to an Amarr outpost you can have several hundred lines, though yes, you do have some risk in moving that material, or you can use an Amarr Outpost with upgraded refinery for about half the extra yield but right in station favilities, we are talking mere weeks for the investment to be recouped purely by manufacturers using the stations.

Of course you can then add in the extra export bonuses from high ends which you can sell at the same price and make nearly 20% extra profit by doing so, and it gets even shorter.

Quite simply, the initial capital investment into an outpost is negligible for a large coalition and will simply create null vast amounts of extra wealth if actually used properly.
Emiko Rowna
Keys To The Stars
#95 - 2014-03-25 04:41:41 UTC
If you have the maxed skills, the needed reputation, a %50 station and the +4 implant think of it this way.

Before the change = 32 degrees Fahrenheit
After the change = 0 degrees Celsius
Nevyn Auscent
Broke Sauce
#96 - 2014-03-25 05:09:03 UTC
Emiko Rowna wrote:
If you have the maxed skills, the needed reputation, a %50 station and the +4 implant think of it this way.

Before the change = 32 degrees Fahrenheit
After the change = 0 degrees Celsius

Except that isn't really true. It is in absolutes, but not in relatives. And relative production is how efficiency is dictated. And relatively Null can get nearly 20% more refining. Despite their years of how they couldn't compete with a 2% difference in yield, they are now crowing about how 20% extra yield is 'fair'
So, pretty much, if Null can be bothered they can destroy every single high sec industrialist. The only reason this won't happen is if Null can't be bothered.
Rowells
Blackwater USA Inc.
Pandemic Horde
#97 - 2014-03-25 06:09:55 UTC
H3llHound wrote:
You get the bpo's refunded and its done in the right-click menu.

I meant the interface itself without using bpo's. Unless that's what you meant by the right click menu.
Emiko Rowna
Keys To The Stars
#98 - 2014-03-25 06:53:55 UTC
On the Reprocessing Arrays can we get the reprocessing yield looked at again? Currently it looks like the numbers are at 52% and 54% which does not really create the incentive. If those numbers were 54% and 58% the incentive would be there and help to close the gap with Null.

Even 53% and 56% would help.
Rashnu Gorbani
Federal Navy Academy
Gallente Federation
#99 - 2014-03-25 11:08:36 UTC
Basically the 2 things I do (or want to do) will be nerfed
- low sec cap building
- reprocessing loot

If I understand correctly this is mainly a miner buff. Like we didn't have enough bots for this kind of activity already.
Crynsos Cealion
Native Freshfood
Minmatar Republic
#100 - 2014-03-25 14:56:24 UTC
This has been probably already posted before, but how about increasing the mineral output of ores a bit more in general to compensate for the loss of mission loot reprocessing? From what I hear, this is making up a fair amount of minerals in highsec aside from mining, especially the higher grade ones.