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Dev blog: Building better Worlds

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Author
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#621 - 2014-04-15 22:56:54 UTC
gifter Penken wrote:
Steve Ronuken wrote:
http://k162space.com/2012/07/17/percentage-of-items-from-invention-vs-tech-2-bpo/ is of interest for people trying to work out percentages made from T2 BPOs.

It's about 2 years out of date now, but it is based on information from CCP themselves.



That does indicate, as I expected, there is a wide spectrum of cases. Everything from BPO supplying 5% to BPO supplying 95%.

For some items, an increase in BPO production via copy would be noise. For other items, even a modest increase would be a game changer where the price point shifts from invented cost to T2 BPO production cost.

For some items, where BPO production remains below demand, profits from BPO are likely to go up.
For some items, where BPO production suddenly exceeds demand, profits from BPO may go down.

The information is two years old. Since it was published a great many changes have occured to encourage the useage of a much wider variety of T2 hulls and equipment. The playerbase has also grown quite a bit in that time. You should not base anything on those figures.

If we had current figures, that would be another matter.
Sizeof Void
Ninja Suicide Squadron
#622 - 2014-04-15 23:00:37 UTC
CCP Lebowski wrote:
This stuff is awesome, and I don't even industry!

I think this comment unfortunately summarizes the main problem with feature redesign in EVE. Too many of the devs don't actually play *all* parts of the game, yet still feel qualified to comment on whether proposed changes are good or bad. I'm rather skeptical about how these changes will affect the overall game dynamics - I suspect that insufficient thought has gone into the domino effects that are likely to occur.

I'm particularly looking forward to hearing more about the "Teams" feature. If it turns out to be as it sounds, then I think we'll be seeing a lot of unsubs this summer. A very large percentage of those 50,000 characters who do manufacturing every day are playing casual and solo.
Tippia
Sunshine and Lollipops
#623 - 2014-04-15 23:02:09 UTC
gifter Penken wrote:
But they ARE connected.
Not the outputs, no.
The results of the two outputs on the market is, but that's not what I'm talking about. And with the tiny effect the BPOs will have on the supply, the chances of it coming back to alter how inventors do business is nil.

Quote:
You continue to assert that any increase in T2 BPO production would just be "noise" in total production.
…because for the stuff where invention is at all meaningful, it is. For the ones where it isn't, invention is inherently already pointless.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#624 - 2014-04-15 23:03:15 UTC
Sizeof Void wrote:
CCP Lebowski wrote:
This stuff is awesome, and I don't even industry!

I think this comment unfortunately summarizes the main problem with feature redesign in EVE. Too many of the devs don't actually play *all* parts of the game, yet still feel qualified to comment on whether proposed changes are good or bad. I'm rather skeptical about how these changes will affect the overall game dynamics - I suspect that insufficient thought has gone into the domino effects that are likely to occur.

I'm particularly looking forward to hearing more about the "Teams" feature. If it turns out to be as it sounds, then I think we'll be seeing a lot of unsubs this summer. A very large percentage of those 50,000 characters who do manufacturing every day are playing casual and solo.


I'm having a minor suspicion about teams. How they're actually in game resources to make stuff.

Mostly because of the icon at the top of the circle.
http://cdn1.eveonline.com/www/newssystem/media/65974/1/Industry_Window_VisualTarget2.png

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Tau Cabalander
Retirement Retreat
Working Stiffs
#625 - 2014-04-15 23:03:54 UTC
gifter Penken wrote:
You continue to assert that any increase in T2 BPO production would just be "noise" in total production. Evidence indiacte there are some T2 items where BPO production accounts for 90+% of total production.. In those cases, even a modest increase in T2 BPO production woudl be MUCH MORE than just noise.

Those items are so unpopular that demand is met mostly by T2 BPO production.

Why would anyone want to build unpopular stuff? Let the T2 BPO owners have at it, as they've no other choice, unlike inventors.
Sizeof Void
Ninja Suicide Squadron
#626 - 2014-04-15 23:06:51 UTC
I would also like to hear how you are going to fix T1 module manufacturing, which has been moribund for years.

You don't still expect new players to jump right into T2 module manufacturing or ship building, do you?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#627 - 2014-04-15 23:08:10 UTC
Sizeof Void wrote:
I would also like to hear how you are going to fix T1 module manufacturing, which has been moribund for years.

You don't still expect new players to jump right into T2 module manufacturing or ship building, do you?



There's not a great deal they could do to fix it.

Anyone can manufacture T1 things. So it's a race to the bottom.

T2 is somewhat gated with skills, so it's not quite such a race.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Zappity
New Eden Tank Testing Services
#628 - 2014-04-15 23:08:14 UTC
Weaselior wrote:
Entity wrote:
So you're saying 8 years of operating a hisec POS with 2.5 trillion ISK worth (that's 2500 billion) of BPOs, you're suddenly expecting me to put said 2.5 trillion ISK into a paper space container and not locked down in my hangar?

I like the changes but that part is just flabbergastingly stupid

the real issue here is your apparent belief you should be entitled to get the most advantages possible from your 2.5 trillion in bpos absolutely risk free and how long that was tolerated

eight years was 7.9 too long

Exactly. Yes, I do want those BPOs in space. This is EVE. There should be risk. I am staggered that such an old player thinks the current situation is in any way acceptable.

Zappity's Adventures for a taste of lowsec and nullsec.

Oxide Ammar
#629 - 2014-04-15 23:09:00 UTC
Unless they make researching in POS super ******* fast I see no point of risking doing this in POS. They need like bump the mobile labs modfiers so ******* high to make it lucrative enough to do it.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Zappity
New Eden Tank Testing Services
#630 - 2014-04-15 23:09:32 UTC
Steve Ronuken wrote:
Sizeof Void wrote:
I would also like to hear how you are going to fix T1 module manufacturing, which has been moribund for years.

You don't still expect new players to jump right into T2 module manufacturing or ship building, do you?



There's not a great deal they could do to fix it.

Anyone can manufacture T1 things. So it's a race to the bottom.

T2 is somewhat gated with skills, so it's not quite such a race.

T2 profits will crash with a better interface. Prices might not, depending on the slot fees, but profits will.

Zappity's Adventures for a taste of lowsec and nullsec.

Tau Cabalander
Retirement Retreat
Working Stiffs
#631 - 2014-04-15 23:11:48 UTC  |  Edited by: Tau Cabalander
Bad Bobby wrote:
Zifrian wrote:
Tippia wrote:
Why isn't the wardec solution sufficient?

It takes too long.

Most of the time is spent waiting for the wardec to start.

It is perfectly reasonable to give someone notice that you are going to attack their hi-sec assets. It is perfectly reasonable for them to respond. I doubt very much that any future mechanic would ever circumvent the wardec without replacing it with a similar notice period. So whatever timespan you are hoping for isn't very realistic.

I'm very grateful to those that ask before wardec-ing. It saves them 50 million too.

I've once refunded the 50m to a corp that didn't ask first, but offered to end the war after the tower in question was onlined. I then proceeded to help them find a free moon, and repped their new tower to full. When they left the area, they offered me the moon, but I declined.

However, personally don't have a problem with towers becoming un-anchored, or even deleted, after 30 days offline. I state this despite that it would affect my own spare towers, as anchoring will be easier without standing requirements, and more sec systems opened.
Rapscallion Jones
Omnibus Solutions
#632 - 2014-04-15 23:11:52 UTC  |  Edited by: Rapscallion Jones
So in the DevBlog it's stated:

This creates some bottleneck gameplay, encouraging players to move around, use Starbases or just wait. We aren’t very satisfied with that, especially when we couple it with the ridiculously low NPC prices for installing jobs (that haven’t been changed since 2003).

Okay, we all see the bottleneck problem and most who've played the last couple of years realize that EVE has inflation issues, but this solution kills two entire sub-industries: BPO research for fee and BPC copying for fee. Wouldn't job cost scaling have done a better job of draining isk from the system without destroying established industrial ventures.

Slot removal does have another interesting consequence for Starbases; at the moment, most of the Starbases in high-security space use Mobile Laboratories to compensate for the lack of Material Efficiency Research slots in Empire space.

  • Remove the ability for players to use stations to safely store their blueprints without putting them at risk in Starbase structures. Players will still be able to start their jobs remotely (via the use of Supply Chain Management and Scientific Networking skills), but will now have to move their blueprints directly into the starbase structures that require it, like other materials.

  • Improve Mobile Laboratories and Assembly Arrays to compensate for such risk – we’ll give you final numbers as soon as we have them.

  • This is a major nerf to every industrialist that invested in mobile labs. Lets face it, typical modules BPOs have a low enough cost that who cares if it get popped in a wardec. But the BPOs that really benefit from mobile labs: capital components, capital ships or even battleships, I just don't see anyone placing these in a mobile lab for research. But then neither do you. As you said, "(we) do not expect very expensive blueprints (Battleship and above) to be risked in such a manner..." Seems like some very poor reasoning was put into this argument. Is this the secret POS plan, nerf them to irrelevance so no one will care when you delete them in Winter 2015?

    In turn, this allows us to change ...

    Allow Starbases to be anchored anywhere in high-security space and without standing requirements (minus some protected solar systems, like Jita or new player starting systems of course).


    This is the death of several non-industry mini-professions:

  • mission runners who grind standings
  • alliance/corp creation services
  • corp standings boosters
  • high-sec POS removal services (they might have a slight uptick at first, but I seriously doubt it will last)

  • Additionally, this kills a major high point in many people's EVE career, the day you got you corp's standings high enough to plant your own POS without assistance -- the day you could say 'this moon is mine!' After this is implemented a day one noob will be able to plant a POS with Industrial Ship-1 and Anchoring-1. Not that they'll have a need for it as a POS won't be needed for indy after this goes live.

    "So player corporations will now have the choice between the safety of NPC stations or the efficiency of Starbases to operate. The core goal is to motivate player entities to actually defend their Starbases if attacked or be reactive enough to take the blueprints out before they go into reinforced mode."

    I don't get it, you basically contradict yourself CCP. You want to create conflict over inexpensive blueprints? I just don't see how you'll be able to force industrialists to defend inexpensive blueprints, we're analytical cost analysis types. Anyone with half a brain working in indy will just write off the expense and charge it to the customers, assuming they get caught with BPOs in a POS to begin with. And again, as you said, "(we) do not expect very expensive blueprints (Battleship and above) to be risked in such a manner..."

    So where's the conflict driver, bash a POS for 24+ hours to get some useless labs and a few million in low value modules BPOs or BPCs. Sorry I'm not seeing it.
    Elene Shuiko
    Karvanen Nalle Corporation
    #633 - 2014-04-15 23:11:56 UTC  |  Edited by: Elene Shuiko
    Quote:
    Reduce copy time on all blueprints to be less time consuming than manufacturing something out of it. This gives the option to use blueprint copies to build items at Starbases without risking the original.


    I hope I misunderstood something here, if you're going to make copy time lower than manufacturing time then the "requirement" for the print to be at the tower is completely pointless. All sensible builders are going to keep their BPOs at stations, not because of the risk but because they can build more that way. If you can get 10 copies within the same time period as you could manufacture 9 ships... it isn't really rocket science.

    Removing the gimmick damage mechanic was nice but please don't replace it with another (running BPC's to the POS) if you want to run at full efficiency.
    Bad Bobby
    Bring Me Sunshine
    In Tea We Trust
    #634 - 2014-04-15 23:12:01 UTC
    Tau Cabalander wrote:
    gifter Penken wrote:
    You continue to assert that any increase in T2 BPO production would just be "noise" in total production. Evidence indiacte there are some T2 items where BPO production accounts for 90+% of total production.. In those cases, even a modest increase in T2 BPO production woudl be MUCH MORE than just noise.

    Those items are so unpopular that demand is met mostly by T2 BPO production.

    Why would anyone want to build unpopular stuff? Let the T2 BPO owners have at it, as they've no other choice, unlike inventors.

    Indeed.

    Don't want to make an invention profit? Compete with T2 BPO owners in weak markets for unused items that would yield little income even if T2 BPOs did not exist.

    Want to make an invention profit? Work in strong markets where there is plenty of demand to go around and the price is set by inventors.

    Want the advantages that T2 BPO owners have? Save up and buy one.

    Don't want existing T2 BPO owners to have any advantages at all? Don't be so unreasonable.
    gifter Penken
    State War Academy
    Caldari State
    #635 - 2014-04-15 23:15:08 UTC
    Kadl wrote:

    I think T2 BPOs just feel wrong to many newer players, and the perceptions and feelings cause the hate. The arguments showing a lack of advantage seem pretty clear to me. At this point the T2 BPOs have been purchased and are providing minor returns. Still they cause arguments and bad feelings. It seems like reducing their power slowly honors both the investment and the frustrated feelings.


    I'd turn it around. I think T2 BPOs feel "right", and we should be able to invent them.

    Why on New Eden do we have to reinvent the wheel after each and every time we build one?


    Make it super hard, and super expensive, but with lots of time and effort, we too could become a T2 BPO holder.... And T2 proces would fall to the point that teh profit margin is so small, that no one would bother putting in the work and effort to invent additional T2 BPOs.

    That way, we neither removed T2 BPOs, nor do we continue to have the hate and discontent that they cause newer players that can never get one from the lottery.

    I saw an idea a few years back. Remove all loot drops. Make everything buildable by players.

    Only meta 0 avaialble from NPC. You have to run an invention job (with data cores and lab costs) to try to invent a meta 0... say 16% success. Then on a mate 1, you have to run another invent job, with more data cores and more lab costs, and maybe 8% chance of success. Then you have to invent to get it to meta 3... 4% chance of success. 2% chance to get to meta 4. 1% chance to get to meta 5 (T2)


    On average, to get a M0 BPO to:
    M1: 6 invent jobs
    M2: 18 invent jobs
    M3: 43 invent jobs
    M4: 93 invent jobs
    M5: ~200 invent jobs.

    At 100K per invent job, 20B for a M5, on average.

    The number of cores could vary by size, so that a small may cost 100K per invent, medium 200K and large 400K. That would raise the price of T2 BPO to almost 100B for a large item.


    The number of "data anoms" could be adjusted to maintain datacore market price at the desired level to maintain the price of invention jobs.
    Sizeof Void
    Ninja Suicide Squadron
    #636 - 2014-04-15 23:17:32 UTC
    CCP Ytterbium wrote:
    Xaniff wrote:

    2. I predict there will be even more abandoned POSes out hogging all the spaces next to the moons. There needs to be some mechanic for these to be abandoned and destroyed in a reasonable amount of time after running out of fuel and failing to be maintained (like the secure containers that are lost, whether they hold goods or not).

    Yeah, that's a good point, we'll note that one down.

    Um... you mean that this point wasn't actually already on your list?

    Hmm... supports the widely-held suspicion that the devs don't play in high-sec and don't spend time reading the non-PVP forums. This issue has been around for years and is always being brought up again and again.
    sci0gon
    Kaira Innovations
    #637 - 2014-04-15 23:19:39 UTC
    you guys are screwing industry to much but I don't mind seeing a nice bump on the prices of stuff in jita, more profit for me ^^

    also can you give us info on build costs asap especially for those of us who do weekly to monthly builds on products or just move them to sisi already so I can look myself to find out without you guys being 3rd party to the data presented.
    Entaran
    Assisted Recovery Solutions
    #638 - 2014-04-15 23:19:50 UTC
    Quote:
    Remove the ability for players to use stations to safely store their blueprints without putting them at risk in Starbase structures. Players will still be able to start their jobs remotely (via the use of Supply Chain Management and Scientific Networking skills), but will now have to move their blueprints directly into the starbase structures that require it, like other materials.


    As much as I'd like to support this change, I find it hard to understand how the dev team got this from the drawing board to implementation without any major hurdles. There are a number of inherent problems with this particular point (I am a huge supporter of the rest of the dev blog, including the reprocessing changes/swap to compressed ore etc).

    First and foremost: The vast majority of major industrial operations are 1-3 man alt-corps. This change ENFORCES that because now you cannot lock down BPO's which can be worth ridiculous piles of isk with any level of security from corp thieves etc. And please don't start replying with "Use pos roles, setup your pos correctly etc". It takes almost no effort to get pos roles from a highsec corp and in many null/low you just have to be willing to help fuel them.

    Secondly: You're adding yet another boring job to an already boring profession. Now we have to drag our bpo's from our station cans (audit cans now! more lag!) to the pos just to run a job and them drag them back again later when we pickup the produce.

    Third: For major capital/supercapital operations you just changed the game (simplified it really). Now none of us will build at component arrays (effectively making them useless/worthless because nobody else uses them), we'll just spam out all the component at whatever station we work in... I see minmatar stations have unlimited manufacturing slots now... and we own them so we can set the prices. All we have to do is cart components from station to the CSAA (for a super) and start the job with a bpc?

    Titan prints going up. Super prints staying the same because nobody builds supers from BPO's anyway. I hope Titan copy times come down to something reasonable (lol 4 months).


    A simple alternative would've been to have the game consider the bpo to be "at the pos" when it's in use in production/research, so if the lab/array is destroyed it has a chance of dropping there or is otherwise destroyed. But remains "locked" in the station for safety at all other times. Probably easier to code too.
    Halia Thorak
    Aliastra
    Gallente Federation
    #639 - 2014-04-15 23:19:54 UTC
    Zappity wrote:
    Steve Ronuken wrote:
    Sizeof Void wrote:
    I would also like to hear how you are going to fix T1 module manufacturing, which has been moribund for years.

    You don't still expect new players to jump right into T2 module manufacturing or ship building, do you?


    There's not a great deal they could do to fix it.

    Anyone can manufacture T1 things. So it's a race to the bottom.

    T2 is somewhat gated with skills, so it's not quite such a race.

    T2 profits will crash with a better interface. Prices might not, depending on the slot fees, but profits will.


    The problem isn't with the interface its the reduction in complexity...

    T2 production should be more complex then T1 not just gated by skills. To be honest currently the skills aren't really even much of a gate into T2. Its the weeks of research and understanding the market and refine your production lines to make everything profitable. Remove the needs for POS's and remove then need for invention and now its just T1 manufacturing with more items.. that are nicely displayed for your convenience.

    On the note of T2 BPO's does anyone actually think anyone will use them to produce anymore lol they're just going to be used to print isk in the form of T2 bpc's. Depending on how low they make copy times you could see the list of profitable Inventions be reduced even further then it is already. Couple this with making the system easier and i can see a lot of people dumping the idea of industry as a career, and more just another passive way to make isk.
    gifter Penken
    State War Academy
    Caldari State
    #640 - 2014-04-15 23:21:52 UTC
    Elene Shuiko wrote:
    Quote:
    Reduce copy time on all blueprints to be less time consuming than manufacturing something out of it. This gives the option to use blueprint copies to build items at Starbases without risking the original.


    I hope I misunderstood something here, if you're going to make copy time lower than manufacturing time then the "requirement" for the print to be at the tower is completely pointless. All sensible builders are going to keep their BPOs at stations, not because of the risk but because they can build more that way. If you can get 10 copies within the same time period as you could manufacture 9 ships... it isn't really rocket science.

    Removing the gimmick damage mechanic was nice but please don't replace it with another (running BPC's to the POS) if you want to run at full efficiency.



    How much is it going to cost to make 10 copies in a station with over used lab services?