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Dev blog: Building better Worlds

First post First post First post
Author
Halia Thorak
Aliastra
Gallente Federation
#661 - 2014-04-15 23:48:29 UTC
Elene Shuiko wrote:
gifter Penken wrote:
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?

Then again, you will also do this at your own POS, print copies in your free lab (with speed boost even) and yield EVEN more copies per hour/day compared to straight manufacturing. Copy time just needs to be above manufacturing time or else it will give us a new gimmick mechanic.


Nothing is free in a POS because you still have to play for fuel, this is a common misconception.
KIller Wabbit
MEME Thoughts
#662 - 2014-04-15 23:49:53 UTC
Vaerah Vahrokha wrote:
Bad Bobby wrote:
Come on. Post the next blog already.


CCP are employing a simple and oiled strategy well known in the marketing world: when you approach a (yearly) period of low sales (this period being one) start throwing appetizers to catch interest and glue potential buyers to you.

Posting stuff in phases is exactly an expectation raiser => fidelization.


It also dilutes rage....

No wonder CCP is sliding down hill - marketing continues to gain power
gifter Penken
State War Academy
Caldari State
#663 - 2014-04-15 23:51:25 UTC
Sizeof Void 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..

The bottom for T1 modules is obviously not where you think it is.

The current manufacturing costs of most T1 modules are higher than the market price of meta versions of the module, due to the large supply of metas from NPC drops. So, who would buy/use a T1 module for a ship fit, when a better meta module is always available *and* cheaper? No demand means no reason to build.

Also, meta module prices are lower-bounded by their mineral reprocessing value. So, when the changes to reprocessing kick in, the prices of most of the meta modules are also going to drop rather precipitously.

For the most part, the only reason to build most T1 modules currently is for use in building T2 modules.

Don't just look at the proposed changes from a vet POV. Try looking at the game from a noob industry player wanna-be POV, and ask what should they be looking to build, besides T1 ammo?


RIGS!

Rigs and ammo, and that is pretty much it.

You nail it! It is the rat drop that is better than can be built that kills T1 manufacturing, and in turn, that kills T2 manufacturing as industrialists are forced to find something, anything, that is profitable.




If CCP wants to fix industry....

1) remove all M1-M4 rat loot.
2) Allow invention on BPOs to increase their meta level to M1, M2... up to and including M5 (T2).
3) Add some salvage to the named meta 1-4 bill of materials to ensure demand for salvage items, compensate mission runners that salvage for lost loot. The higher the meta, the more minerals and salvage needed in manufacturing jobs to ensure a smooth increase in price for higher meta level.
4) Undo the proposed change to remote BPO use. I do not understand the intent. Force us to have alt corps to do research and copy?
stoicfaux
#664 - 2014-04-15 23:51:30 UTC
CCP Phantom wrote:
Industry plays a central role in EVE Online and thus the developers have put their focus on improving the whole industry landscape in New Eden - the user interface, game mechanics, features, accessibility ... just everything gets examined, polished and reworked.

CCP Ytterbium comes with news of massive changes in EVE Online's Industry in Summer 2014 and beyond.

Read all about these suggestions and ideas in CCP Ytterbium's latest dev blog Building better Worlds.

Please all reply with your constructive feedback, thank you!

Who are you and what have you done with the real CCP? On second thought, here's some spare limestone I had left over in my backyard.



Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Querns
Science and Trade Institute
Caldari State
#665 - 2014-04-15 23:51:50 UTC
KIller Wabbit wrote:
Vaerah Vahrokha wrote:
Bad Bobby wrote:
Come on. Post the next blog already.


CCP are employing a simple and oiled strategy well known in the marketing world: when you approach a (yearly) period of low sales (this period being one) start throwing appetizers to catch interest and glue potential buyers to you.

Posting stuff in phases is exactly an expectation raiser => fidelization.


It also dilutes rage....

No wonder CCP is sliding down hill - marketing continues to gain power

How dare a corporation attempt to make money!

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

Tippia
Sunshine and Lollipops
#666 - 2014-04-15 23:52:24 UTC  |  Edited by: Tippia
Ginger Barbarella wrote:
Guess it's time to sell my towers, labs, and blueprints. Nothin' left now but wasting isk in low sec.

Kudos, CCP. One more step to ending high sec. I still say you guys should just man-up and eliminate high sec, but easing people into it stretches out the subscription dollars. Smile

How does this in any way “end” highsec?

Sabriz Adoudel wrote:
On the POS cleanup issue, I think the best solution is to make it so that attacking an offline POS is a suspect offense, not a criminal offense. (Online remains criminal).

Solves everything.

Doesn't particularly solve anything and creates pretty large problems. You can already clean up POSes with wardecs.
Querns
Science and Trade Institute
Caldari State
#667 - 2014-04-15 23:53:41 UTC
Tippia wrote:
Ginger Barbarella wrote:
Guess it's time to sell my towers, labs, and blueprints. Nothin' left now but wasting isk in low sec.

Kudos, CCP. One more step to ending high sec. I still say you guys should just man-up and eliminate high sec, but easing people into it stretches out the subscription dollars. Smile

How does this in any way “end” highsec?

He has been subjected to the worst of all perils: a minor inconvenience.

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

Bienator II
madmen of the skies
#668 - 2014-04-15 23:54:34 UTC
any chance to ad the ability to merge BPCs? If two BPCs have the same properties (beside runs remaining) it would allow to merge them into one BPC and therefore allow longer jobs.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Tippia
Sunshine and Lollipops
#669 - 2014-04-15 23:54:44 UTC  |  Edited by: Tippia
Querns wrote:
Tippia wrote:
How does this in any way “end” highsec?

He has been subjected to the worst of all perils: a minor inconvenience.

Tbh, I'm not even sure it's going be to be an inconvenience. A lot of it just makes manufacturing a whole lot easier and user-friednly.

Bienator II wrote:
any chance to ad the ability to merge BPCs? If two BPCs have the same properties (beside runs remaining) it would allow to merge them into one BPC and therefore allow longer jobs.

It would be nice but would also require some pretty significant revamping of the item handling. BPCs are still singletons and figuring out that they're all the same would require a whole bunch of unnecessary DB calls just to create a cosmetic improvement.
Thead Enco
Thunderwaffe
Goonswarm Federation
#670 - 2014-04-15 23:58:55 UTC
Rapscallion Jones wrote:
So in the DevBlog it's stated:


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)



  • mission runners who grind standings Jump clone service is still viable
  • alliance/corp creation services Again people don't want to train those skills still viable
  • [*] corp standings boosters Again People will still pay for these as they want to use level 4's as soon as they can
    Gargep Farrow
    Center for Advanced Studies
    Gallente Federation
    #671 - 2014-04-16 00:01:26 UTC
    Halia Thorak wrote:
    Elene Shuiko wrote:
    gifter Penken wrote:
    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?

    Then again, you will also do this at your own POS, print copies in your free lab (with speed boost even) and yield EVEN more copies per hour/day compared to straight manufacturing. Copy time just needs to be above manufacturing time or else it will give us a new gimmick mechanic.


    Nothing is free in a POS because you still have to play for fuel, this is a common misconception.

    And fueling all those new POS's is something that I doubt CCP or anyone posting here has thought about. I have a feeling that the %14 NPC station cost is going to be a bargain.
    Greygal
    Redemption Road
    Affirmative.
    #672 - 2014-04-16 00:06:03 UTC
    Loving the changes, and I hardly do industry!

    Why use a multiplication factor of 100 on the R.A.M.'s etc? Why not just use a factor of 10?

    Using your example, instead of the invul now requiring 60, it would require 6.

    This gives you more room for growth in the future (I shiver at the thought of a future big item requiring something ridiculous like 60,000), and just keeps the numbers a bit more sensible imho.

    Also, will you be reducing the m3 of R.A.M.s etc?

    As to the removal of standings to anchor a pos in hisec... won't this reduce the (already low) incentive to anchor pos's in lowsec? One of the few benefits of anchoring a pos in lowsec is you don't need standings. Now why would anyone anchor a pos for simple manufacturing in lowsec if they can anchor a pos in hisec anywhere?

    I also don't like that this change kills a small but vibrant player service, in the form of corp creation and pos anchoring services.

    However, I do like the idea of removing standings to anchor pos's. So I would suggest instead, add some sort of bonus to standings. For example, if your standings are high in a particular faction, your pos fuel consumption is lower, or your manufacturing speed is increased, or you can make more copies per job, research faster, etc.

    In other words, removing the standings requirement for anchoring a pos is a good thing... but there should be some compensatory replacement value for grinding racial standings so the gameplay that surrounds this isn't butchered.

    Just my two bytes.

    GG

    What you do for yourself dies with you, what you do for others is immortal.

    Free weekly public roams & monthly NewBro new player roams!

    Visit Redemption Road or join mailing list REDEMPTION ROAMS for information

    TheSmokingHertog
    Julia's Interstellar Trade Emperium
    #673 - 2014-04-16 00:09:37 UTC
    Did you all immediately feel for Grendell unlocking and locking 100's of blueprints again?

    "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 =-

    Tippia
    Sunshine and Lollipops
    #674 - 2014-04-16 00:09:37 UTC
    Greygal wrote:
    Why use a multiplication factor of 100 on the R.A.M.'s etc? Why not just use a factor of 10?

    Using your example, instead of the invul now requiring 60, it would require 6.
    Most likely because they're currently percentage-based and doing it in batches of 100 makes for an easy and yet familiar transition. Also, I seem to recall that there are things that do other multiple-of-5% damage, so it would have to be factors of 20 at least anyway.
    Sabriz Adoudel
    Move along there is nothing here
    #675 - 2014-04-16 00:14:24 UTC
    Tippia wrote:
    Greygal wrote:
    Why use a multiplication factor of 100 on the R.A.M.'s etc? Why not just use a factor of 10?

    Using your example, instead of the invul now requiring 60, it would require 6.
    Most likely because they're currently percentage-based and doing it in batches of 100 makes for an easy and yet familiar transition. Also, I seem to recall that there are things that do other multiple-of-5% damage, so it would have to be factors of 20 at least anyway.



    Yep a significant number of items use multiples of 5%. Void L comes to mind (65% damage) as the first one of the top of my head.

    I support the New Order and CODE. alliance. www.minerbumping.com

    Tarikla
    Aliastra
    Gallente Federation
    #676 - 2014-04-16 00:19:46 UTC
    Thead Enco wrote:
    Rapscallion Jones wrote:
    So in the DevBlog it's stated:


    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)



  • mission runners who grind standings Jump clone service is still viable
  • alliance/corp creation services Again people don't want to train those skills still viable
  • corp standings boosters Again People will still pay for these as they want to use level 4's as soon as they can

  • Jump Clones services are offered free by many corps, including the highly famous EACS. So why bother reinventing the wheel when there's free services ? Same for Alliance/Corp creation services, those are offered free of charge and with no waiting.

    And for corp standings boosters, 99% of the demand is for HS POSes. For access to missions, they are services for boosting personal standings in place. But this change effectively kills the corp selling/boosting business.
    EvilIsMyName
    Exploitation Industrial Group
    #677 - 2014-04-16 00:21:36 UTC
    Taking away the barriers to having a high sec pos and allowing them in all systems is stupid. Not sure what you are trying to accomplish. It appears to me CCP just wants to sell more Plex, so they change a game dynamic which will allow even 1 day old players to have an expensive toy, if they buy and sell a Plex or 2.

    The proposed POS changes make even less sense after the removal of the static ice belts and making them into anomalies.(which I think was a brilliant move)

    It is long past time for POS's getting some love in a revamp, but allowing anyone and everyone to have one isnt the fix.

    I think time would have been better spent rebalancing the Orca and Rorqual, given the upcoming compression changes and the repurposing of the Itty IV into the Miasmos.

    CCP, in my opinion, your industry revamp hits on some items, but misses on the "Big" item.
    Zifrian
    The Frog Pond
    Ribbit.
    #678 - 2014-04-16 00:31:54 UTC  |  Edited by: Zifrian
    Tippia wrote:
    Zifrian wrote:
    Tippia wrote:
    Why isn't the wardec solution sufficient?

    It takes too long.
    Roll 25 hours is “too long”? Yeah, no. You're going to have to come up with something far better than that. What you're saying here is that the solution is ample, but you're simply too impatient. That's your problem, and not sufficient reason to change anything.

    Quote:
    The pos is abandoned or the corp doesn't care enough about it to fuel it and online it. It is literally taking up space for no other reason than to "save a spot".
    Yes? And? That's as good a reason as any. It's a resource, and they've claimed it. You can try to take it from them by starting a war, same as with any other large asset they have.

    If you're in a rush, have you tried making an offer to the corp for the spot?

    Quote:
    Change the rules: Abandoned POSs can be attacked with suspect flag.
    How do you determine what counts as “abandoned”?

    Yes, I think it is too long. There are tons of systems with towers just sitting there for no other reason than to hold the spot. Is that really intended? Again, I do not think so. It doesn't support the risk vs. reward goal of EVE especially if we are now going to use POSs much more frequently for industry.

    What counts as abandoned? How about offline? No one is going to leave a tower offline in nullsec/lowsec why should it be any different in highsec? Also, 24 hours to go and bash a structure that takes hours without a sufficient fleet to destroy. I don't see the point in continuing that type of play style. I, as others here, have also suggested offline towers have shield hps removed so they are easier to destroy. No one in the game likes structure bashing and timers, so why should we continue to support it?

    But I'm not going to argue with a forum warrior like yourself, especially when you just argue for the status quo on a patch that is clearly changing it. I don't agree with you and you didn't change my opinion on this, nor did I you. We are not alone in our opinions either.

    But I'd leave you with this thought, why is the status quo ok? Isn't this whole industry revamp all about changing the status quo? Why can't we change it instead of using the wardec mechanic to achieve an end that really only deals with people trying to find a spot for a tower? What harm would it cause for someone to actually have to manage risk of a high sec pos and pay the price for not? What harm is there to removing the 24 hour window to a POS that someone doesn't feel they need to fuel?

    If this game and this update is supposed to be about more risk vs. reward, then this change is a completely fine with me and I think it supports that goal.

    Anywho, CCP will make the final call and I've offered my opinion. o/

    Maximze your Industry Potential! - Download EVE Isk per Hour!

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    Tippia
    Sunshine and Lollipops
    #679 - 2014-04-16 00:40:46 UTC
    Zifrian wrote:
    Yes, I think it is too long. There are tons of systems with towers just sitting there for no other reason than to hold the spot. Is that really intended?
    Sure, why not? They got there first and can now leverage their speed. If you want it, pay for it (one way or another) to take it off their hands.

    They put in the effort to find a free spot, so why should you have the leave to just come in and take whatever you want without doing the same?

    Quote:
    What counts as abandoned? How about offline? No one is going to leave a tower offline in nullsec/lowsec why should it be any different in highsec?
    Because highsec is different. And just because it is offline does not mean it is abandoned — it just means it currently isn't in use. You can't really determine if it's abandoned or not without checking if someone is willing to defend it, and to do that, you have to give them time to react. Wardecs provide this as it is.

    Quote:
    Also, 24 hours to go and bash a structure that takes hours without a sufficient fleet to destroy. I don't see the point in continuing that type of play style. No one in the game likes structure bashing and timers, so why should we continue to support it?
    Because it provides a good balance between the ability to attack and the ability to mount a defence. Any mechanic that replaces it would, if anything, increase the wait to ensure that wardecs are not being rendered obsolete. Now, if you want to argue for a reduction in the wardec activation time, then that's a different matter but it is the baseline against which other methods will have to be measured and it is probably the one that has to remain the quickest method.

    Quote:
    But I'm not going to argue with a forum warrior like yourself, especially when you just argue for the status quo on a patch that is clearly changing it.
    Good thing that I'm very explicitly not doing that, then. Well, good for me at least; not so good for you since it means your ad hominem fallacy is even less valid than it might otherwise have been.
    Sylvanium Orlenard
    The Scope
    Gallente Federation
    #680 - 2014-04-16 00:41:26 UTC
    It is extremely hard to intillegently comment on changes to industry when you announce that there are 5 (or 6?) more Dev Blogs to come to cover all areas of industry (not counting the changes that will come in what I presume will be the point release, namely to inventions and reverse engineering). So CCP, pls pls pls write and release the rest of the Dev Blogs in this series so that I can understand more how my game play will be affected. For example I'm extremely worried that the fact that I'll have to more around the blueprints (be it be copies or originals) along with the raw materials now, but for all I know in one of the next dev blogs you made BPCs and researched BPOs stackable.

    However there are several points I want to bring up.

    1. You mentioned that all slots will be removed from the game and the price scale will be implemented everywhere. This is concerning because for those of us using a POS, we already pay a price for those slots, these slots are much much more expensive the the ones that are currently available in NPC stations, we pay for them by fueling our POS, we can do some math and spreadsheet foo to figure out the actual price of these slots. However if slots aren't going to be a thing anywhere and the ISK sink mechanism will be added to Assembly Arrays and Mobile Laboratories then you are effectively saying that I'll be paying twice (once with POS fuel and the second with the ISK sink price scheme) for the right to use said arrays or labs, Am I correct? (again the answer to this riddle may reside in one of the upcoming dev blogs)

    2. As has been pointed out at many many occasions throughout this thread, Locking and Unlocking BPOs are going to be a serious problem because now I need to move said BPOs more often then I ever did before. (in order to either build at the POS arrays or to find a cheaper station). If I can't rely on the BPO lock down anymore then I won't have anyone else in my industry corp but my own alts, which is sad and removes partnership and group gameplay.

    3. You mentioned in the Dev Blog that copy times will be decreased in order to make it a viable option to rectify point number 2. Which is all nice however, T2 components BPOs require items (reports I believe) in order to make copies of them, which couple with the new escalating price scheme will effectively raise the price of production and force me to haul yet more stuff. (but who knows maybe you have an answer for that waiting for me in an future dev blog)

    4. POS standing requirement removed for H-Sec, is worrisome. Some corporations will have more trouble, not less to get their own moon in H-Sec that is respectively close to a trade hub. Why do you ask? Just look at what happened with POCOs, while I'm sure the intend was to put more power to the ppl what really happened is that the big H-Sec corporations took over as many planets has possible and now extort taxes over the small corp players who wish to do PI. I predict that most of the moons in "The Forge" for example will quickly be taken over and a number of placeholder dead sticks will be placed instead and those same big corps will either sell the spots or most likely rent the spots. (Pay me a monthly fee or we war-dec you and you loose that moon). Making it easier from a game mechanic point of view to install a POS also makes it easier for the big guys and thus give them more chances to choke out the small corps. In RL we have Governments that apply regulations against monopolies for example, in EVE requiring standings to anchor a tower played a similar role. This is a good thing. I'm not against revisiting how standings work for POSes but I am against seeing this mechanic disappear entirely and not be replaced by an other.

    5. In the Dev blog you mentioned, that you want the ISK vs RISK calculation to be taken into account, which is good but in my opinion forcing BPOs to be brought into a POS array to take advantage of said array is tipping the scale to far towards the RISK side of things. Example, a player specializes in making Command Ships or all kinds, to accomplish this is has 1 T1 battlecruiser BPO, researched, for each command ship and he decides to anchor his POS at a system that has no NPC station with Industry slots of any kind. Associating an ISK value to those BPOs is troublesome at best, because while its easy to figure out how expensive an unrehearsed BPO is, the research one has a different value depending on the price you paid to research them (sliding pay scale for research slots) not counting the 3 to 6 months you spend to do the actual research on them. If he were to loose his tower and all which is in it, then for this player to be able to return to his old set-up would take almost a full year, that is a full year that he has to find other sources of income because he command ship production was blown up. That is a huge, huge amount of risk, and the ISK was probably just enough for him to a for a PLEX every month and do some PvP. In my opinion the balance between ISK and Risk is broken in that instance.

    That being said I really really really look forward to the rest of the Dev Blogs in this series so that I can make a more informed decision about it. Until then I count myself has Cautiously Optomistic