These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: The Price of Change

First post First post
Author
Sigras
Conglomo
#641 - 2014-05-05 08:45:20 UTC  |  Edited by: Sigras
CCP Greyscale wrote:
Some general points:

We are totally open to suggestions for what to do with starbases as they relate to industry. In particular, if anyone who does starbase work can spend a few minutes outlining the *simplest* changes they think would be sufficient to keep starbases in a reasonable place for this release, we're very interested in hearing them. Yes, we know "throw it out and start over" would be great, but we're not getting that done between now and the summer release, no matter how much we'd like to.

Just throwing my 0.02 ISK in here on the POS issue.

I think the simplest implementation of this would be to implement a discount of 10% ( a 0.9 multiplier) to the labor cost of installing a job at an array, then add a (1.01^JobsInArray) penalty effectively charging 1% more per job currently running in the array.

This is of course assuming you can tell how many jobs a given array is running but this should be pretty simple to do even without a table join.

This means their break even is 9-10 jobs in each array. Immediately I know that the optimal strategy would be to run each job in a separate array but then there are PG/CPU constraints, and managing that gets complicated.

This preserves the incremental cost increase as a corp gets large it can expand out to more arrays.

If you want to get really fancy you can add "intensive" variants to each array which start with a 15% discount, but cost significantly more PG/CPU meaning the corp can trade versatility for efficiency.
The Original Blog wrote:
Multi-run discount: makes each subsequent run of a given job cost a little less than the last, mainly to give another small thing that industrialists can optimize for once they've got the basics under control. For each run, the job cost is multiplied by 0.99 raised to the power of however many hours (or fractions thereof) the job will already have run at that point. This is calculated at installation time and therefore the job doesn't actually change price over time. Rather, we do the math up front. We're looking to cap the maximum bonus of this using the old Material Efficiency skill, which will no longer be affecting waste (see previous blog).

This doesnt apply to modules/ammo, but T2 ship invention really gets the shaft with this implementation.

I understand that there needs to be economies of scale, in fact Ive criticized Eve for not having that already, but this implementation seems to have unintended consequences because T2 BPO users can simply put their BPO in for a 30 day manufacturing run which is something that inventors cannot do.

My potential fix for this would be to allow anyone using a BPC to put in a stack of BPCs of the same ME/TE and run them all as one big job thus gaining the economies of scale that T2 BPO owners get, and having the added advantage of reducing the clickfest of manufacturing off of invention.

If you want to get really fancy you could even have the computer calculate the mineral cost from blueprints of different ME/TE levels as that actually shouldnt be that computationally expensive.
piesaerty
Miners Trade Company
Imperial Empire
#642 - 2014-05-05 10:58:42 UTC  |  Edited by: piesaerty
CCP Greyscale wrote:

We are totally open to suggestions for what to do with starbases as they relate to industry. In particular, if anyone who does starbase work can spend a few minutes outlining the *simplest* changes they think would be sufficient to keep starbases in a reasonable place for this release, we're very interested in hearing them. Yes, we know "throw it out and start over" would be great, but we're not getting that done between now and the summer release, no matter how much we'd like to.


how about allowing pos to use a varying amount of fuel based on "true load" true load being calculated at number of online modules (carrot for fewer modules on a pos).

( tangent )
Maybe I could run a pos with one fuel block if its online and I have no modules anchored within its field/ control area. then you could at a later date create a module that deliberately loads a pos to its limits to "burn" an enemies fuel reserves. creating a new game play mechanic.
( end tangent )

then have each job use an increasing amount of pos fuel based on the number of jobs being run by the same char i.e. one module uses 0 additional fuel blocks per day if running less than x jobs and for each additional job (run buy the same char) it will cost an additional fuel block (there is the stick for only one module and more than 3 times "x" jobs being run buy the one account)
the above change makes it a cheap option to allow OTHERS to build at your pos for effectively no cost and will therefore allow a risk reward scenario (particularly if you can charge a "Pos usage" tax somehow.
Echo Mande
#643 - 2014-05-05 11:58:38 UTC
Is it possible to force a delay into the start of a job? What I'm talking about is: is it possible to set up a job (any job) so that it only starts a set time after being submitted?

With the current slot system one of the things I like is that when I'm inventing (with several toons) I can stack sets of jobs so that I can load jobs and go do something else for several hours. With the upcoming system it looks like I might end up loading a bunch of jobs and have to come back every 75 minutes as well as having to pay a small fortune in lab load charges. I currently sometimes run a couple of hundred jobs per day so to me this would really add up.

The player(s) being able to force start job delays should make for more efficiently run POSses by spreading loads (copy, invention, manufacture) out over time, especially time when the player(s) are asleep/at work/at school/getting mindbogglingly drunk/shooting each other.
LHA Tarawa
Pator Tech School
Minmatar Republic
#644 - 2014-05-05 12:32:17 UTC
Sigras wrote:
CCP Greyscale wrote:
Some general points:

We are totally open to suggestions for what to do with starbases as they relate to industry. In particular, if anyone who does starbase work can spend a few minutes outlining the *simplest* changes they think would be sufficient to keep starbases in a reasonable place for this release, we're very interested in hearing them. Yes, we know "throw it out and start over" would be great, but we're not getting that done between now and the summer release, no matter how much we'd like to.

Just throwing my 0.02 ISK in here on the POS issue.

I think the simplest implementation of this would be to implement a discount of 10% ( a 0.9 multiplier) to the labor cost of installing a job at an array, then add a (1.01^JobsInArray) penalty effectively charging 1% more per job currently running in the array.

This is of course assuming you can tell how many jobs a given array is running but this should be pretty simple to do even without a table join.

This means their break even is 9-10 jobs in each array. Immediately I know that the optimal strategy would be to run each job in a separate array but then there are PG/CPU constraints, and managing that gets complicated.


10% of what? The value of the job's output? Or 10% of the install fee. We will already get 10% of install fee for not having NPC tax. Thing is, if the install fee is 3% of output, then the 10% of that is 0.3%. That is why people are saying it is not enough.

Then 1% of what? Again, the install fees?

I still prefer my idea of an "optimal concurrent jobs", then when you go above that, get hit with a overusage fee (have to pay people overtime). Overtime fee as % = max (current jobs running - optimal concurrent jobs, 0) / optimal


Factory that has 50 slots, the first 50 get no overtime fees. The 51st gets a 2% (of fees) adjustment of overtime fee, the 52nd get a 4%, 100th 100%, 150th 200% increase.

For a POS array with 6 optimal concurrent, the first 6 are no adjustment and then each additional would get hit 16.6% (of fees) incremental increase.

For scalability, track total universal job hours, and then up the optimal concurrent for facilities as total universal job hours increases.


SO...
In a station, have fees be about 10% of output, then increase that for standings and possibly overtime fees.

At a POS, have fees be about 5% of output, no increase for standings but POS owenr can add a tax that goes to paying POS operating costs) and you have better control of overtime fees because you can anchor more arrays.

Outpost, like POS, except you can upgrade for higher optimal concurrent, divide your optimal into pools (corp, alliance, blue).
Sienna Toth
Pulsar Phisics Shipyards
#645 - 2014-05-05 12:32:25 UTC
I've been dealing with manufacture/science for a fairly long time so I believe I can speak from a position of mastery. Be very careful because the margins on most jobs are very close. T3 production is a perfect example of how the margins being so tight that only a few players have managed to produce T3 at a profit. Dev's have made the resources tight enough that you just cant turn a profit. The DEV's are implying here that these changes will somehow make the overall manufacture/science system better. I don't think I see the need for these changes and truthfully these changes will make a complicated system more complex.

Dev's take a look at this from a players perspective. Produce a T2 ship and see if you can sell it for a profit. Try to build it from the lowest level material and do the check to see if its more profitable to build a needed subsystem for the ship or buy it. Most manufacture/science players in EvE have huge elaborate spreadsheets with conditionals all over the sheet. When you factor in all the costs the markets are quite challenging. If you try this you'll quickly see a huge list of improvements that need to be applied to manufacture/science.

Sienna
LHA Tarawa
Pator Tech School
Minmatar Republic
#646 - 2014-05-05 12:35:41 UTC
Echo Mande wrote:
Is it possible to force a delay into the start of a job? What I'm talking about is: is it possible to set up a job (any job) so that it only starts a set time after being submitted?

With the current slot system one of the things I like is that when I'm inventing (with several toons) I can stack sets of jobs so that I can load jobs and go do something else for several hours. With the upcoming system it looks like I might end up loading a bunch of jobs and have to come back every 75 minutes as well as having to pay a small fortune in lab load charges. I currently sometimes run a couple of hundred jobs per day so to me this would really add up.

The player(s) being able to force start job delays should make for more efficiently run POSses by spreading loads (copy, invention, manufacture) out over time, especially time when the player(s) are asleep/at work/at school/getting mindbogglingly drunk/shooting each other.


With delay, let's say you used multiple toons to stack 20 jobs over 5 hours. Now all 20 jobs will run in 75 mins. So, you can still come back every 5 hours and get the full 20 jobs.... OR, you can come back every 75 mins, and then crank out 80 jobs in 5 hours.

I like the idea of delay start, but as a means of avoiding overtime fees. Allow delay until most of currently running jobs are complete so that you can get a lower install fee for when there will be fewer jobs.
LHA Tarawa
Pator Tech School
Minmatar Republic
#647 - 2014-05-05 12:52:40 UTC
Sienna Toth wrote:
I've been dealing with manufacture/science for a fairly long time so I believe I can speak from a position of mastery. Be very careful because the margins on most jobs are very close. T3 production is a perfect example of how the margins being so tight that only a few players have managed to produce T3 at a profit. Dev's have made the resources tight enough that you just cant turn a profit. The DEV's are implying here that these changes will somehow make the overall manufacture/science system better. I don't think I see the need for these changes and truthfully these changes will make a complicated system more complex.

Dev's take a look at this from a players perspective. Produce a T2 ship and see if you can sell it for a profit. Try to build it from the lowest level material and do the check to see if its more profitable to build a needed subsystem for the ship or buy it. Most manufacture/science players in EvE have huge elaborate spreadsheets with conditionals all over the sheet. When you factor in all the costs the markets are quite challenging. If you try this you'll quickly see a huge list of improvements that need to be applied to manufacture/science.

Sienna


You may be a master of the management of manufacturing and science, but I'm not sure you grasp the theory behind it.


If something is profitable, then more people will begin doing it. This increases demand for resources needed to do it (input costs) and increases supply of output which brings down the price of the completed item. The manufacturer is squeezed between the rising cost of input and falling price of output, until the profit is so low that people stop getting into the field, establishing equilibrium.

If costs go up, but price of completed goods does not, then people will stop doing it because they are losing money. Demand for input materials goes down, supply of output goes down pushing up price of output goods. Eventually, a thin profit margin will be reestablished, and equilibrium will be reestablished at the new cost levels with the same thin profit margins for the middle-man manufacturer.


Korthan Doshu
Doomheim
#648 - 2014-05-05 12:57:31 UTC
Y'know, I too proposed earlier a bonus to lab arrays that would reintroduce slots through a backdoor (I proposed a supercongestion tax). But looking at the big picture, there's just no reason to use a science array from the first position. You'd have to run billions upon billions upon billions of ISK a month in blueprints through a lab array to make the cost savings break even. It's just never going to get there. Time breaks and convenience are the only things that are going to make us put up MLs/AMLs in the future. Given that this is the case, things that force players to set up multiple AMLs/MLs are very questionable and should be done with the utmost care. That is all.
LHA Tarawa
Pator Tech School
Minmatar Republic
#649 - 2014-05-05 13:44:47 UTC  |  Edited by: LHA Tarawa
Korthan Doshu wrote:
Y'know, I too proposed earlier a bonus to lab arrays that would reintroduce slots through a backdoor (I proposed a supercongestion tax). But looking at the big picture, there's just no reason to use a science array from the first position. You'd have to run billions upon billions upon billions of ISK a month in blueprints through a lab array to make the cost savings break even. It's just never going to get there. Time breaks and convenience are the only things that are going to make us put up MLs/AMLs in the future. Given that this is the case, things that force players to set up multiple AMLs/MLs are very questionable and should be done with the utmost care. That is all.


I started with your idea, then extended it to stations, to create that reason to use a POS.

If a station's fees under current design are 2% * 7% = 0.14% of value of item BPO produces, even a capital BPO that produces a ship worth 1 billion is only 1.4 million ISK to research in station, but how often are you going to be researching one of those? And do you really want that in your POS anyway?

But, if we could set station max optimal concurrent to like 20, and then when there are 100 jobs in a station, the fee jumps 500% to 7 million.

Make it a 5-run copy, and that jumps to 35 million.

.... yeah, you're right. I can't seem to slice it to a point that the POS is legit. Not for reasearch. The value * 2% * x% , where x is between 1 and 15%, is just WAY, WAY too low, even if increasing it 5 or 10 fold, to make it worth putting the BPO into the POS.

The current design either needs some serious rework, or the concept of the research POS is dead.
LHA Tarawa
Pator Tech School
Minmatar Republic
#650 - 2014-05-05 14:58:38 UTC
A month is just not enough time to fix all that is wrong with the design presented for industry overhaul.

Highest priority!

1) Partial research credit so that not all ME 11 BPOs have to be jumped to perfect.

a) Keep ME behind the scenes, but change it from int to float. Do not show the actual ME any where, rather, show % waste.

b) Change the display to be % waste, as float. Round(whatever you need the most of * .1 /(1+ME) ) / whatever you need the most of.

1,000 trit. ME 100.
Round (1000 * .1 / (1+100) / 1000
Round (1000 * .1 / 101)) / 1000
Round (100 / 101)) / 1000
Round (0.99)) / 1000
1 / 1000
0.1% waste.

c) change research job install to be a radio button. For new BPO with 10% waste
Option 1: 9% (ME .11 (so .11 times normal research time)
Option 2: 8% (ME .25)
Option 3: 7% (ME 0.43)
Option 4: 6% (ME 0.65)
Option 5: 5% (ME 1)
Option 6: 4% (ME 1.5)
Option 7: 3% (ME 2.3)
Option 8: 2% (ME 4)
Option 9: 1% (ME 9)
Option 10: 0% (ME = there are apps out there for perfect ME... rule of thumb = whatever you need the most of / 4)
Option 11: Specify your own amount of time, show what % that would be.

Already partially research BPO, grey out options less than where it already is.


d) (Probably for point release post June)
Now, complicate the above by mixing it with requirement b, so that you show the actual %, and grey out options that really have no effect. So, a small rig that needs 4 of things, automatically shows as 0% (from point b), and if they try to research, the see all options greyed out. Medium rig that needs 8 of something, design point b makes it show as 1/8 = 12.5% waste instead of 10%. When they come to research, any research less than .61 has no effect (still 1 waste) but .61 or higher = perfect, so the ONLY option they would be shown is 0% waste, and that is .61 * normal research time.



2) Rework station fees to make high sec POS worthwhile.
Station about 10% of output produced and POS half that. Then modify station up for standings 10% * (10-standings).
ME/PE research is going to need to have a time component. 2% of item produced * .1 or less, is just way too small to make POS viable.


3) Rework slot removal to soft limit with fees for going over:
a) For station/POS/outpost, change slot count to max optimal concurrent and add overtime cost for going over = max (current - optimal, 0) / optimal.

b) later, can up max optimal to scale with increases in universal job hours.

c) Outpost owners can assign max optimal to pools (corp, alliance, blue) to allow blue to build at outpost without crushing corp members with high overuse fees.



What are the other "high priority"?

Oh, right.... change T2 BPO to BPC with run = 10 years of max runs. That way we don't have to worry about changes to copy time making HUGE impacts on the T2 markets.


Theo Sotken
Caldari Provisions
Caldari State
#651 - 2014-05-05 23:21:10 UTC
If you're not confused, you're not paying attention.
Sienna Toth
Pulsar Phisics Shipyards
#652 - 2014-05-05 23:24:56 UTC
LHA Tarawa wrote:
Sienna Toth wrote:
I've been dealing with manufacture/science for a fairly long time so I believe I can speak from a position of mastery. Be very careful because the margins on most jobs are very close. T3 production is a perfect example of how the margins being so tight that only a few players have managed to produce T3 at a profit. Dev's have made the resources tight enough that you just cant turn a profit. The DEV's are implying here that these changes will somehow make the overall manufacture/science system better. I don't think I see the need for these changes and truthfully these changes will make a complicated system more complex.

Dev's take a look at this from a players perspective. Produce a T2 ship and see if you can sell it for a profit. Try to build it from the lowest level material and do the check to see if its more profitable to build a needed subsystem for the ship or buy it. Most manufacture/science players in EvE have huge elaborate spreadsheets with conditionals all over the sheet. When you factor in all the costs the markets are quite challenging. If you try this you'll quickly see a huge list of improvements that need to be applied to manufacture/science.

Sienna


You may be a master of the management of manufacturing and science, but I'm not sure you grasp the theory behind it.


If something is profitable, then more people will begin doing it. This increases demand for resources needed to do it (input costs) and increases supply of output which brings down the price of the completed item. The manufacturer is squeezed between the rising cost of input and falling price of output, until the profit is so low that people stop getting into the field, establishing equilibrium.

If costs go up, but price of completed goods does not, then people will stop doing it because they are losing money. Demand for input materials goes down, supply of output goes down pushing up price of output goods. Eventually, a thin profit margin will be reestablished, and equilibrium will be reestablished at the new cost levels with the same thin profit margins for the middle-man manufacturer.



Typhoon Tess
Stole Your Candy
#653 - 2014-05-06 02:29:21 UTC
It seems that CCP want to make T2 bpc more readily available thus are implementing changes. I understand that the T2 bpo are held by only a few older players in comparison to total players within Eve. Now this brings the question how many T2 bpo are actually left in circulation and what variety?

The people to gain from these changes will be the owners of the originals So are we changing a system so dramatically for the few?. I see at no point will I have enough invented T2 bpc to want to sell any on the markets.

The invention process requires items that are not easily aquired other than paying large prices for the data cores decryptors. If we do turn to market to buy the items demand will soon push the prices up thus making a T2 copy will be stupid amounts of isk. We also need to cover the failures and loss of this isk.

If you want more T2 bpc on market then make the invention mats as common as ore.

I generally resent it when I set out to make achievements required to better my position within the game itself as in grinding standings to place a pos and lower tax etc to have it belittled and the benefits removed.

As for suggestions as to a pos I still think standings in high sec should apply make unlimited slots in stations but give the pos a dedicated role or 2 maybe we can invent our reasearched bpo into a T2 bpo at pos only, making it possible but not easy to get success. If standings is an issue then change the standings for a corp so they don't need as high to place pos more members less standing required to a point.

By removing pos from the game as well as the sideline economy being ice mining and pi fuel sales building of pos modules to sell and placeing no incentives back in place so the very few will produce more T2 to sell is not a wise move in my books.

The above may well work and prices will drop from oversupply thus no reasons for invention anymore another area people will loose income from data cores decryptors due to an ease on demand.

If the changes have desired effect then a new player will be all but equal to my several years of indy skills.Granted I can research more R&D agents maybe fly a bigger ship mine a little more but my bpo library is worth less and time spent on it , as well as lost isk on fuel to research them is a nice kick in the teeth.

Like all I will either find a way to adapt but pvp for this account is not a reality and may be one less account to worry paying for.

As a trade off since bpo are npc controlled prices make these cost more making attaining a library more expensive that way those of us who have will not be loosing so much with the changes. If you need to take from those who invest in industry at least give us some area we can have an awww factor.

The above is from my perspective of the game the areas I have concentrated my efforts and directed my isk as a solo indy toon running a pos. It took a long time and many months of effort to be in a position to do this. I did not invest isk into a plex for account as there was not enough after buying bpo and fuel. But free up my expenses and plexing account becomes easy. less income for ccp.
Babbet Bunny
#654 - 2014-05-06 02:34:45 UTC
Using all the assumptions from the example:
200M ship, 0.25% global production, 0.75 system equipment, 5 runs at 4 hours each
and add:
ME10 requires 180M minerals. 0.75% Sales tax, 0.75% Broker Fee, 1/5 of a POS fuel

Profit margin from a NPC station is 5.3% and 6.3% from a POS. In Nonni 6.5% and 7.6%.

Poor margins. I usually prefer 15-20% margin to make it with construction.

So prices go up 10% to 220M per hull.

Global Base inflation will be ~10%.

The global usage would have to reach 2.5% before profits in Nonni reach 10% margin.

ME has the greatest effect: Nonni NPC, Nonni POS, Average system NPC, Average system POS

10- 14.6, 15.6, 13.5, 14.4%
5- 10.3, 11.4, 9.2, 10.2%
1- 6.5, 7.7, 5.4, 6.5%
0-5.5, 6.7, 4.4, 5.5%

So ME 5 minimum before you can even think of production.

and you can keep the TE bonuses, they just makes everything cost more per run with the current math. Possibly make it just a per run bonus and not time related.

I.e. current new math 5 runs at a POS cost 5% more per run than at a NPC station. 10 runs 11% more per run each. More than 13 four hour runs and you are losing the profit boost of a POS.
LHA Tarawa
Pator Tech School
Minmatar Republic
#655 - 2014-05-06 11:18:00 UTC
Typhoon Tess wrote:
It seems that CCP want to make T2 bpc more readily available thus are implementing changes.


Actually, greyscale seemed honestly concerned with not increasing the output from T2 BPOs. Not sure how he's going to mange, with all the changes... but, we'll see.

As for invention, prices of output adjusts to price. If datacores became cheaper, then invention would be more profitable, more people would do it, prices would drop to take out the extra profit. The inventors are left with the same slim profits and the people actually hurt are the T2 BPO holders that would see their profits decline (since they make the fat profits on the difference between BPO price and invented BPC price.

ElectronHerd Askulf
Aridia Logistical Misdirection
#656 - 2014-05-06 15:42:49 UTC
CCP Greyscale wrote:
Weaselior wrote:
CCP Greyscale wrote:
As in, total global hours for each activity type?


Yeah, so we can model what sort of costs we can expect post-patch. Whatever it is at this moment is 'good enough' for that sort of modeling.


I've got the OK to release those numbers but the guy who has the data has gone home for the day (I only have percentages in my working sheet). I'll try and post them up tomorrow morning.


Any word on this? Also, any update/details on how you're going to deal with labor costs in POS modules?
Babbet Bunny
#657 - 2014-05-06 16:54:22 UTC
Multi-run discount:

Simplified math is:

Per run cost = (base run cost)*EXP(-0.01*(Hours production after first))

So at 25 runs a TE 10 per run cost is 10% greater than a TE 0?

Suggesting changing the simple math to:

Per run cost = (base run cost)*EXP(-0.01*(Runs -1))

Or I would suggest not researching TE.
TE 10 will ruin your profit margin.
Korthan Doshu
Doomheim
#658 - 2014-05-06 17:12:18 UTC
Remember that they'll be capping the multi-run discount and increasing the cap with the former ME skill, so all math on that side is suspect until they give us the numbers on the cap and the skill.
Babbet Bunny
#659 - 2014-05-06 18:33:56 UTC  |  Edited by: Babbet Bunny
Korthan Doshu wrote:
Remember that they'll be capping the multi-run discount and increasing the cap with the former ME skill, so all math on that side is suspect until they give us the numbers on the cap and the skill.



Link please for the math change.

The cap does not change the fact that a higher TE production will cost more per run with the current time based discount system.
The install costs at a POS with 0.75 time bonus will be more expensive on a per run basis.

Installing nine TE 0 runs costs the same as ten TE 10 runs for each run. Hypothetically they both take 9 hours to complete and I don't care because they both complete while I am at work and wont be delivered for another 7-8 hours.

But with the TE 10 I have to make 10 widgets or else I lose money compared to the TE 0 when I go to market.
Korthan Doshu
Doomheim
#660 - 2014-05-06 20:12:13 UTC
Babbet Bunny wrote:
Korthan Doshu wrote:
Remember that they'll be capping the multi-run discount and increasing the cap with the former ME skill, so all math on that side is suspect until they give us the numbers on the cap and the skill.



Link please for the math change.

The cap does not change the fact that a higher TE production will cost more per run with the current time based discount system.
The install costs at a POS with 0.75 time bonus will be more expensive on a per run basis.

Installing nine TE 0 runs costs the same as ten TE 10 runs for each run. Hypothetically they both take 9 hours to complete and I don't care because they both complete while I am at work and wont be delivered for another 7-8 hours.

But with the TE 10 I have to make 10 widgets or else I lose money compared to the TE 0 when I go to market.


You know, when the dev blog clearly stated that they will be capping the bonus and raising the cap based on ME skill, it makes me lose patience that you ask for a link on a math change. RTFDB.

See here or below with bolded relevant part:

CCP Greyscale wrote:
Multi-run discount: makes each subsequent run of a given job cost a little less than the last, mainly to give another small thing that industrialists can optimize for once they've got the basics under control. For each run, the job cost is multiplied by 0.99 raised to the power of however many hours (or fractions thereof) the job will already have run at that point. This is calculated at installation time and therefore the job doesn't actually change price over time. Rather, we do the math up front. We're looking to cap the maximum bonus of this using the old Material Efficiency skill, which will no longer be affecting waste (see previous blog).

Let's build five at once. With a build time of 4 hours, our average cost per run drops to 6.93m.


It is absolutely relevant to your criticism. Essentially, every extra PE will raise your ISK/hr because you can produce more of a given thing at a given margin. At the end of the day, time efficiency at 20% (PE10) by itself should increase your ISK/hr by 25%. You're saying that no, after a certain number of hours the bonus from multi-run discount will overwhelm the TE gain. Let's look at that: at 50,000 ISK, we can postulate a basic congestion cost of 50000 * .05 = 2,500 ISK per unit. The multirun discount can reduce that on later hours. Chances are your numbers and worries just won't work out because the margin savings on later items will never be big enough to override the 25% ISK/hr bonus from TE (or 40% from assembly array + TE). But even if it did, we can't be sure that the multiplier on congestion tax will matter past 8 or 24 or 48 hours because of the dev blog's limit on the multirun discount. Think about it: if hours past the eighth hour don't matter, then the multirun discount on all those later runs will only be a bit less than 8%, which is never going to be a big enough fraction of congestion costs to combat 25% TE ISK/hr bonuses.