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Dev blog: The Price of Change

First post First post
Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#141 - 2014-04-29 14:17:52 UTC
Weaselior wrote:
As a followup to the problem with a fully upgraded amarr station that costs 60-80b (and remember this has no refine advantage over a highsec pos, maxes out at 52% since all other upgrade slots are taken) being only as good as a small highsec pos that costs 100-300m: https://forums.eveonline.com/default.aspx?g=posts&m=4526547

Transport costs are going up 50% (at least), which throws a serious wrench into a lot of the chance for nullsec to compete: imported minerals just got more expensive, importing non-local moon materials likewise, making it make even more sense to import the smaller finished products instead of the raw materials. With no cost advantage over a highsec pos sitting one jump from jita, there's nothing you can do to make up those transport costs.



Lovely, isn't it? They give with one hand, and rip it off you with the other. They force High sec into POS, but make it impossible to use POS. That's CCP at its best... Roll

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Valterra Craven
#142 - 2014-04-29 14:18:08 UTC
CCP Greyscale wrote:


Some people will get lucky on offices; that's just the luck of the draw and we aren't planning on any "compensation" there. Generally though, the systems that are good for building after the change tended to be good for building before the change.




I really really wish you guys would stop doing things like this. It makes literally zero sense for a station to have infinite production capabilities and have limited corp office space.

Seriously, apply this new fee structure to corp offices as well and make them infinite.
Harah Noud
Royal Amarr Institute
Amarr Empire
#143 - 2014-04-29 14:19:31 UTC
Medalyn Isis wrote:
CCP Greyscale wrote:
Harah Noud wrote:
Well other than these points I m happy with the changes

1- a +5% ME bonus for a fully upgraded amarr null sec stations seems high , maybe raise their run cost to compensate?

2- I think it s really important to have the NPC station tax be affected by standings. I hope u could consider doing it with the expansion!

Btw, is the industry implants effects still the same in the new system? Is it calculated above all other bonuses?


Great job


The full 5% bonus is a *lot* of money, and in any case is somewhat overshadowed currently by the Minmatar reprocessing bonus. We're not super-concerned about the balance here just yet.

I'll see what can be done about the standings.

I believe industry implants should still work, yes

+1 for making standing affect the NPC station tax.

Also a full 5% bonus is indeed a very good bonus for a null sec station. Imo that is possibly too much of an advantage for outposts, and definitely shouldn't be increased further.

Also any details on where we can find the station modifiers?



That s my concern:
The full minmatar reprocessing bonus 15% plus the amarr +5 me bonus is one heck of an advantage.
I know they can't be in the same sys, but close by one or two jump, it s not too hard logistically to set it up

I think the balance should be a concern here ! The ME bonus is scary if u apply it on a perfect BPO in the new sys

Thanks for ur answers
Weaselior
GoonWaffe
Goonswarm Federation
#144 - 2014-04-29 14:20:08 UTC
CCP SoniClover wrote:

It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect.

Alright, cool, just wanted to make sure that it wasn't going to assume titans were worthless so all titan build jobs were free :v:

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Medalyn Isis
Doomheim
#145 - 2014-04-29 14:20:25 UTC
Tippia wrote:
Ok, I just know I must have missed something in all of this, but I can't spot any specific bonus related to them, so…

…what's the point of even having a POS if it is not treated as its own separate entity that adds to/provides unique ownership of the industry capacity of the system? Straight

The station slot system that benefits systems with many indy stations is transformed into a system-wide bonus that depends on the number of stations. But what do POSes add? The point of having one is that you get even more slots and don't have to mingle with the unwashed masses, and those slots are yours and yours alone — let everyone else fight over the public scraps. Where's that in the new system? I'm not just talking about the missing bonus for having multiple arrays of the same type. What's the point of the POS itself in such a system?

The POS will not add to the overall multiplier, only stations are taken into consideration for that. And then CCP mentioned further bonuses will be announced dependent on the amount of mods stacked in the POS, which I expect will set the POS lab apart from stations in some meaningful way.
Callisto Helix
Adhocracy Incorporated
Adhocracy
#146 - 2014-04-29 14:21:50 UTC
For the most part these seem like really good changes and it seems like they make sense for all those people that do their industry out of stations and whatnot. But I haven't seen much if anything that addresses industrialists that live entirely out of a POS, specifically the wormhole community.

On first glance it looks like I'm going to have to have an increase in my costs with nothing to show for it. :(
Ekaterina 'Ghetto' Thurn
Department 10
#147 - 2014-04-29 14:22:20 UTC
Rust Connor wrote:
So many posts, so little time

- POS Bonus
POS structures will keep their time bonus? 0.XX production time, research time, copy time? And with unlimited slots?!

- T2 BPO copy (off topic)
If so, T2 BPO copy will have an even bigger impact with the copy time change. Or I'm missing something?
(Dont know if it was discussed on the other post, i didnt read all pages)

- About multiple runs discount
The discount is based on the time to run the job, right? So more bonus(skill, research, pos) means less discount on subsequent runs, right ? So TE10 bpo+Industry5 will give you more products, but they will be more expensive then someone using a TE0 bpo+Industry1. Is that right?


T2 BPOs were discussed a lot on the previous blogs comments. The CCP viewpoint is that there won't be a problem.

"You may say that. I couldn't possibly comment." House of Cards BBC TV series.

" They're gonna feel pretty stupid when they find out. " Rick. " Find out what ? " Abraham. " They're screwing with the wrong people. " Rick. Season four.   ' The Walking Dead. ' .

Weaselior
GoonWaffe
Goonswarm Federation
#148 - 2014-04-29 14:24:03 UTC
The T2 multiple run discount may be irritating to people as it's more money for the t2bpoholder, but it doesn't actually affect anyone else like the copy issue did. No more units get produced so it's not a problem for inventors.

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Tippia
Sunshine and Lollipops
#149 - 2014-04-29 14:25:43 UTC
Medalyn Isis wrote:
The POS will not add to the overall multiplier, only stations are taken into consideration for that. And then CCP mentioned further bonuses will be announced dependent on the amount of mods stacked in the POS, which I expect will set the POS lab apart from stations in some meaningful way.

Well, that's kind of my point: why don't they? They either should add a multiplier just like stations do, but only to those who have access to the POS, or they should completely replace that multiplier with one that is wholly dependent on the POS. You are not using the system facilities so the system-facility multiplier should not be applicable.

Even if it were just a flat “I have a POS” multiplier, that would be something, but I can't see anything like that being mentioned. Straight

Without a multiplier, they are completely pointless.
Grarr Dexx
Blue Canary
Watch This
#150 - 2014-04-29 14:26:27 UTC
So non-faction warfare lowsec entities get dicked thrice. We don't get to influence factional warfare tax rates, and can't compete with the absence of tax in 0.0, while we still have to pay for 1.5x the fuel to import our materials to our preferred base. Why don't you just remove lowsec altogether?
TigerXtrm
KarmaFleet
Goonswarm Federation
#151 - 2014-04-29 14:26:31 UTC
Tippia wrote:
Ok, I just know I must have missed something in all of this, but I can't spot any specific bonus related to them, so…

…what's the point of even having a POS if it is not treated as its own separate entity that adds to/provides unique ownership of the industry capacity of the system? Straight

The station slot system that benefits systems with many indy stations is transformed into a system-wide bonus that depends on the number of stations. But what do POSes add? The point of having one is that you get even more slots and don't have to mingle with the unwashed masses, and those slots are yours and yours alone — let everyone else fight over the public scraps. Where's that in the new system? I'm not just talking about the missing bonus for having multiple arrays of the same type. What's the point of the POS itself in such a system?


There isn't one. CCP confirmed a few pages back that, currently, they have no idea what to do with the POSs and that they are likely not implementing anything for them, pretty much rendering multiple labs completely useless and worthless.

Sounds like bullshit right? He actually said it, I kid you not.

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DoToo Foo
Garoun Investment Bank
Gallente Federation
#152 - 2014-04-29 14:27:10 UTC
Quote:
Where's the assumption we were going to incentivize nullsec coming from?


CSM members like Ripard and mynna talking about us moving into null renter corps. The dev blog states "We're hopeful that the summer release will make manufacturing in nullsec more viable, but we're not attempting to comprehensively address nullsec industry in this expansion".

Yes, we are worried. Myself less than others but I *want* to see what you are doing with POS.

My hopes
As a possibility for multiple modules in a POS, my thought is something similar to a FW or Outpost upgrade bonus. I am biased, and I want POS to be as good as they can be. I doubt we would see many 5 LSAA POS in a wormhole, but we might see 10 Ammo assembly arrays.

CCP, you already know this, you need to fix some things about POS. You can't do everything at once; don't try but ...


  • We want more options on security. I limit my corps to 1 division per player. A 7 player corp is ... less than some were hoping for.
  • I was hoping for consolidated storage; that has been ruled out. This means we still need alts at a POS to move items even if our manufacture/research mains are several systems over using remote skills. Less relevant for WH corps but not needing to be within 2500m will be nice. You have said you are fixing that.
  • I was hoping to store (cheaper) BPO's in PHA's for research and manufacture. This has also been ruled out. (begone foul pirates, nothing to see here, move along)
  • You appear to be pushing corps into POS; but POS based corporations have very sharp edges for new players.


I see a lot of manufacture moving into POS. They will be good for some industry, less good for others. Then many more pilots will experience the joy of 'POS' and division mechanics and we will see a new round of abandoned POS.

I want to blog about how great manufacture will be come the revolution. Close, but I am not sure we have the cigar just yet.

http://foo-eve.blogspot.com.au/

DEFANDER
CSV - Like in politics - rules apply differently
#153 - 2014-04-29 14:28:06 UTC
If that tax is based on the prices ( % ) ...

I'm thinking:

1. Atm say it's 10% of 100k ISK = 10k

2. Well the moment the manufacturer pays that "INITIAL" 10k, he will add it up to the sell price = new sell price will be a minimum of 110k.

3. Let's run the first two poing again and again in the same order ... we will end up with price growing at a steady exponential rate.


{[(100000 + 10%)+10%]+10%}+ ~ = Eror.
Tippia
Sunshine and Lollipops
#154 - 2014-04-29 14:28:17 UTC
TigerXtrm wrote:
There isn't one. CCP confirmed a few pages back that, currently, they have no idea what to do with the POSs and that they are likely not implementing anything for them, pretty much rendering multiple labs completely useless and worthless.

Sounds like bullshit right? He actually said it, I kid you not.

I just want to be absolutely sure that I haven't missed something.
Thead Enco
Domheimed
#155 - 2014-04-29 14:31:28 UTC

Just to be clear, I'm not saying that manipulation can't happen, but the fact we're only dealing with small fractions of the actual value means their effects will be minimal for the cost calculation. The biggest risk of exploitation has always been the FW payout system because of the link between ISK values and LPs, which creates dangers. But those are irrelevant for the cost calculation, so we're optimistic (famous last words, I know Big smile).
[/quote]
Also it was mentioned that the cost Is based upon the regional market price. This would mean that maniplulation could effectively close down an entire regions viability for producing certain items. Yes perhaps only by increasing costs by a couple of %, but that still will have a cumulative affect and scales to having a larger affect on more expensive items.[/quote]



#Jitaindustrialwasteland2014
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#156 - 2014-04-29 14:34:40 UTC
Would you consider having nullsec system indices affect these costs? Industry level maybe increases the bonuses from starbases? I can't wait to see how/what that bonus is...I think it could be the foundation of more Eve/Dust links.
Ekaterina 'Ghetto' Thurn
Department 10
#157 - 2014-04-29 14:35:33 UTC
How about adding a NPC standings requirement and/or new trade skills to enable reducing some of the new taxes ?




I was fully expecting the teams aspect to be related to a secret new POS system that CCP had developed to enable multiple corp members to use facilities at a POS without risk of theft of members jobs/stuff or the POS facility. I'm really disappointed now although not surprised. Instead it is just another taxing facility. New Eden mirroring RL. Roll

" They're gonna feel pretty stupid when they find out. " Rick. " Find out what ? " Abraham. " They're screwing with the wrong people. " Rick. Season four.   ' The Walking Dead. ' .

Soldarius
Dreddit
Test Alliance Please Ignore
#158 - 2014-04-29 14:38:29 UTC  |  Edited by: Soldarius
CCP Greyscale wrote:
Weaselior wrote:

What about copies: is a 50-run copy equal to 100%? It seems like this makes regular research oddly cheap and copying oddly expensive in relation to one another. I'll have to poke at the formula and see what drops out for the usual sort of stuff though.


It will likely be per-run, so a 50-run copy becomes 100%, yes. Research costs scale at higher levels though, so it probably swings back a bit there.

Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that.


I ran some back-of-the-envelope numbers for copying an Aeon BPO.

http://eve-kill.net/?a=kill_detail&kll_id=23169059 for reference. O7m8

We have an Aeon valued at 15B isk for the hull. Not sure if that's what Eve will show. But for my example, its fine. Per the devblog, a copy job (or any research job) starts at 2% of that value, or 300M isk.

Assuming the Aeon BPO gets copied at a rarely used NPC station (nice and safe location), it would see a global utilization modifier of SQR(.0001%) or .001, which reduces the cost to 300k isk.

Now let us assume for the sake of Goons, that the research toon is copying in 5ZXX-K in NPC Pure Blind. Its conveniently close. But the index will likely be poor. So a 300k*.98 = 294k isk.

Now add 10% tax, 294k*1.1. 323,400 isk for a 1-run Aeon BPC.

I'm all right with this. It seems the most relevant cost is the system utilization cost. If one were to try this someplace like say... Sobaseki, the costs could become astronomical.

What about mass-produced items in hisec like ammo, where BPCs will be max-run?

Scourge Cruise Missiles are currently selling for 222.99 according to Eve-Markets. 222.99*(2%*1500)*SQRT(.75)*1.1=6273.80 isk installation fee to make a max run copy.

Looks good. As per the blog, making multiple copies will reduce the cost per copy because of volume discount.

And I forgot to ask something. Are the station modifiers static? ie, will they be available in the Static Data Dump, or do they float? Perhaps we could have an API call for them?

http://youtu.be/YVkUvmDQ3HY

Photon Ceray
Palmyra Universal Enterprise
#159 - 2014-04-29 14:39:08 UTC
Two things no one seems to be addressing:

What about office renting costs?

What about getting more corp hangar and wallet divisions?
Ekaterina 'Ghetto' Thurn
Department 10
#160 - 2014-04-29 14:39:38 UTC
Tippia wrote:
TigerXtrm wrote:
There isn't one. CCP confirmed a few pages back that, currently, they have no idea what to do with the POSs and that they are likely not implementing anything for them, pretty much rendering multiple labs completely useless and worthless.

Sounds like bullshit right? He actually said it, I kid you not.

I just want to be absolutely sure that I haven't missed something.


As we have all been told the old POS code is a minefield which probably will never be fixed. Best we can hope is that CCP can build a new POS system based on the new deployables, maybe in modular design(In our dreams I hear someone mutter.), and 'slot' it into the client somehow. I'm a born luddite so don't ask me to do it. Big smile

" They're gonna feel pretty stupid when they find out. " Rick. " Find out what ? " Abraham. " They're screwing with the wrong people. " Rick. Season four.   ' The Walking Dead. ' .