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Blueprint data adjustments thread

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probag Bear
Xiong Offices
#81 - 2014-05-22 23:31:57 UTC
I started making this table for myself, but I might as well post it too. Concerning decryptors:

With one major assumption, current decryptor benefits can be boiled down to just 2 values: their effect on material requirements, and their effect on the ideal invention time per manufacturing time ratio. The major assumption is that T2 manufacturers seek to optimize their invention time to manufacturing time ratio, so as to not leave a bunch of slots chronically under-used.

Another assumption that just simplifies calculations is to take the ratio of ProductivityModifier/BaseProductionTime as 0.2. This is the case for 738 out of 766 inventable T2 blueprints, and is also the value Devs are using as a standard. ["while for negative TE we're subtracting 1 and multiplying by 20"]. Similarly, the waste factor is taken to be a constant 10.

And finally, for the sake of pretty numbers, the material requirement modifier is given as a simple multiplier. In practice, this effect can vary wildly from item to item due to rounding; a particular high-volume item I'm acquainted with has the exact same material requirements at -2 and -1 ME, which moves pressure off accelerants and onto symmetries.

That given, have a 9-line CSV.
Tiny Pastebin CSV

All the modifiers are with respect to the "base" -4 / -4 inventable BPC.
Volume is the estimated daily volume bought from sell orders, averaged over the last 30 days. It's there for reference, as is price.


A tad too drowsy to make any thought-out comments on the data. From a quick glance, I'm surprised that Optimized Augmentation is actually that good. If it had drop rates closer to that of Accelerants, it would be very useful.
Salpad
Carebears with Attitude
#82 - 2014-05-22 23:46:08 UTC
CCP Greyscale wrote:
Yup, aware of this :) Max run stuff is a pain, probably not being changed in Crius


Not even for items that don't have T2 equivalents, such as capital components?
Khan'matar
HEK CARTEL
#83 - 2014-05-23 02:52:40 UTC
On the 'Copy slots' vs 'Invention slots' vs 'Max Runs' bottlenecks.

- The copy slots issue may be going away with the availability of new POSes going online once the standings restrictions are mothballed.

- Invention slots are the bottleneck when all you get is 10 runs of a T2 module in an hour, where with a decryptor you might get +2 in some cases with negative ROI. This was particularly a click-fest considering a) you had to pick the invention slot (which has been fixed if I read right defaulting to the location of the bpc) b) you had to do it maaany times over to get profitable amounts even though results where done in about an hour.

ideas: Without over complicating the matter of course, or over simplifying it to the point where one strategy dominates all others.

- If invention has modifiers to decryption success, ME, PE and max runs, there are other parts in science that could use modifiers -- like for TIME? Time to Copy (TTC), Time to Material Research (TTMR), time to Reverse Engineer (TTRE), time to Invent (TTI)?

- Should 'Time to Complete' on the science side be scaled using existing T1 items ? (such as Databases and Khu'maak and Exotic Dancers)

- Should T2 BPO's become available in a new game mechanic? For those who just need to build 300 of something.

Khan'matar
HEK CARTEL
#84 - 2014-05-23 02:58:06 UTC
Quote:
Firstly, these proposed changes will drastically change the decryptor market.

Personal interest statement on this feedback: given that I am sitting on hundreds, maybe thousands of Symmetry decryptors (and low double figures of the much more expensive and soon to be nearly worthless Process decryptors), I can live with this :). Doesn't mean I think it's a good change, but it will definitely make me billions.


Perhaps Decryptors will be scaled to a new normal ?


Annia Aurel
J-CORP
Goonswarm Federation
#85 - 2014-05-23 05:52:12 UTC
This is a proposal to get rid of "efficiency" stats entirely (ME, PE)
and use "waste" stats instead ("material waste", "time waste").
Because waste is what actually matters. Stop using a proxy.

Situation:
(both currently and after your planned changes)

The game shows "efficiency" stats (ME, PE).
The actual waste stats are not shown.
The scale is upside down: more levels = less waste.

Complication:

Some calculations are required to get from ME and PE to waste.
In the old system, an addition, a division and a multiplication were required.
In the new system, it is simpler, but you still have to calculate "waste % = 10% - ME * 1%".

Resolution:

Replace ME and PE efficiency stats (in units of levels) entirely by "material waste"
and "time waste" stats (conveniently displayed in units of % already).

New blueprints start at "waste level: 10%" (and the description directly says so).
Every level of research reduces that stat by 1%. Blueprints which have reached
0% waste (after 10 levels of research) are perfect. Description now reads:
"waste level: 0%". Simple, aint it? And the scale is straight: less % = less waste.

Internally, you can use 10 integer levels of course, only need to output a "%" on the screen.

You can use this opportunity to remove some "bad" complexity from the game.
You can still implement any changes as planned, but the end result would be easier
for new players to understand and less confusing (old ME vs new ME) for veterans.

Thoughts?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#86 - 2014-05-23 11:25:35 UTC
probag Bear wrote:
I started making this table for myself, but I might as well post it too. Concerning decryptors:

With one major assumption, current decryptor benefits can be boiled down to just 2 values: their effect on material requirements, and their effect on the ideal invention time per manufacturing time ratio. The major assumption is that T2 manufacturers seek to optimize their invention time to manufacturing time ratio, so as to not leave a bunch of slots chronically under-used.

Another assumption that just simplifies calculations is to take the ratio of ProductivityModifier/BaseProductionTime as 0.2. This is the case for 738 out of 766 inventable T2 blueprints, and is also the value Devs are using as a standard. ["while for negative TE we're subtracting 1 and multiplying by 20"]. Similarly, the waste factor is taken to be a constant 10.

And finally, for the sake of pretty numbers, the material requirement modifier is given as a simple multiplier. In practice, this effect can vary wildly from item to item due to rounding; a particular high-volume item I'm acquainted with has the exact same material requirements at -2 and -1 ME, which moves pressure off accelerants and onto symmetries.

That given, have a 9-line CSV.
Tiny Pastebin CSV

All the modifiers are with respect to the "base" -4 / -4 inventable BPC.
Volume is the estimated daily volume bought from sell orders, averaged over the last 30 days. It's there for reference, as is price.


A tad too drowsy to make any thought-out comments on the data. From a quick glance, I'm surprised that Optimized Augmentation is actually that good. If it had drop rates closer to that of Accelerants, it would be very useful.



The change to number of runs is far from inconsequential too. As it changes the dynamics wrt invention cost per successful run.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

GreasyCarl Semah
A Game as Old as Empire
#87 - 2014-05-23 16:51:33 UTC  |  Edited by: GreasyCarl Semah
This touches on Tech 2 BPOs and invention so I am not sure which thread is appropriate. Instead of removing Tech 2 BPOs or doing something to enrage the player base of existing owners, give a very slight chance that invention provides a much better blueprint copy than usual that rivals a well researched BPO. This reduces the value of the tech 2 BPOs and lets others compete but doesn't completely destroy their value. It creates a middle ground. It also puts a carrot out there for industry players to look for. Using the new ME/PE system I am assuming that most of the BPCs produced by invention will be somewhere under ME/PE 5. This copy could be a higher quality of ME/PE (8/8 maybe?) with an unusual amount of runs.

Also, what about throwing extra decryptors into an invention job to increase chance of success, number of runs or speed of the run? This may not be technically feasible of course, just an idea.
MailDeadDrop
Archon Industries
#88 - 2014-05-23 17:22:05 UTC
CCP Ytterbium wrote:
probag Bear wrote:
And while we're pointing out inconsistencies in blueprints stats:

All T2 non-armor rigs have the following manufacture requirements:

  • Small rigs - Level 1 of parent rigging skill
  • Medium rigs - Level 1 of parent rigging skill
  • Large rigs - Level 1 of parent rigging skill
  • Capital rigs - Level 4 of parent rigging skill

T2 armor rigs are the only ones that follow a different pattern of manufacture requirements:

  • Small rigs - Level 1 of parent rigging skill
  • Medium rigs - Level 2 of parent rigging skill
  • Large rigs - Level 3 of parent rigging skill
  • Capital rigs - Level 4 of parent rigging skill


Skills are a different problem that'll be tackled at a later date.

I understand your desire to push skill changes off, but these are skills for *industry* (not usage/fitting) that are obviously wrong. Since Crius is all about overhauling industry, shouldn't correcting obvious *industry* skill problems be on the table? I believe you are already mucking about with skill effects as they apply to refining. That seems inconsistent.

MDD
Utremi Fasolasi
La Dolce Vita
#89 - 2014-05-23 19:39:25 UTC
Annia Aurel wrote:
This is a proposal to get rid of "efficiency" stats entirely (ME, PE)
and use "waste" stats instead ("material waste", "time waste").
Because waste is what actually matters. Stop using a proxy.



Pretty sure the dev blog about the research changes addresses this. They are raising base material costs across the board by 11%, eliminating the concept of waste, and then ME subtracts from that by a percent up to 10%.

So yes it will really refer to efficiency not mere waste.
Utremi Fasolasi
La Dolce Vita
#90 - 2014-05-23 19:42:07 UTC
If production from BPCs is going to be more of a factor, some BPs like Nanite Repair Paste need a higher max # of runs per copy.

For some quirkable reason I can't fathom this BP has a max of 5 runs per copy or just 50 units per BPC.
probag Bear
Xiong Offices
#91 - 2014-05-24 01:34:55 UTC
Steve Ronuken wrote:
The change to number of runs is far from inconsequential too. As it changes the dynamics wrt invention cost per successful run.


Right. That actually did come to mind when I was compressing decryptor PE and runs into a single effect. I dismissed it before actually thinking it through because in my specific field, datacore cost per successful run is fairly close to inconsequential. Now that I actually think of it though, there's also more to it than just that.

That certainly makes things uglier. Having only two main effects to balance, with multiple attributes influencing each effect, would make things nice and simple.
Eodp Ellecon
Center for Advanced Studies
Gallente Federation
#92 - 2014-05-24 15:26:57 UTC
Peeps giving lots of feedback is nice to see even if some flies over my head.

Two thoughts come to mind for me...

1) As an inventor AND pilot I wonder why my other skills don't modify my ability to invent through that additional skill training knowledge and use.

2) Would like to see invention returns be something other than arbitrary which is how they feel now even if they average out over time. Perhaps a 'standings' equivalent. If I have copied or invented something X times I get standing increase which adds either to my copy speed or invention success modifier.

I know it adds too much to calculations, diverts from emphasis on specialization (tho it would be uber specialization) and perhaps creates a unique boost to toons that PVP & Indy but it was a thought while we're thinking.


asteroidjas
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#93 - 2014-05-25 01:17:54 UTC
My biggest concern is the addition of the added costs to everything based on the 'value' of the end product....which will then increase in price due to the additional costs which will add more cost into the build/invent cost...which will then translate again into higher prices, which will translate into higher 'costs' ect ect.....

This endless 'feedback loop' if you will, cannot be a good idea in the long run. Has this possibility been thoroughly explored?

This seem like it will especially increase the cost of inventions because of the new cost of copies, plus adding the cost related to the final T2 products market value. (or are you strickly going to base this on material value and not market price?)
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#94 - 2014-05-25 01:59:05 UTC
asteroidjas wrote:
My biggest concern is the addition of the added costs to everything based on the 'value' of the end product....which will then increase in price due to the additional costs which will add more cost into the build/invent cost...which will then translate again into higher prices, which will translate into higher 'costs' ect ect.....

This endless 'feedback loop' if you will, cannot be a good idea in the long run. Has this possibility been thoroughly explored?

This seem like it will especially increase the cost of inventions because of the new cost of copies, plus adding the cost related to the final T2 products market value. (or are you strickly going to base this on material value and not market price?)



It evens out pretty quickly, actually.

Say you have a material cost of 100 and build cost of 10% (exaggerating) (selling for 0% profit, to ease things)

First iteration is a cost of 100+10= 110.
Seconds is 100 +11 (10% of 110) =111
Third is 100 + 11.1 (10% of 111) = 111.1
Fourth is 100 + 11.11 =111.11

And that's it dropped to changing less than the currency will work with.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#95 - 2014-05-25 03:52:03 UTC
Salpad wrote:
CCP Greyscale wrote:
Yup, aware of this :) Max run stuff is a pain, probably not being changed in Crius


Not even for items that don't have T2 equivalents, such as capital components?


That was the reasoning for my original question, stuff like cap components can have whatever max runs, nothing will be affected other than time to make the BPC
Highfield
Vanishing Point.
The Initiative.
#96 - 2014-05-25 10:43:52 UTC  |  Edited by: Highfield
CCP Greyscale wrote:

Highfield wrote:
I might be totally in the wrong neighbourhood, but how do (advanced) capital component blueprints tie in to this all?


Not sure yet. Hopefully they'll "just work". Do you have any specific concerns you'd like us to keep in mind when validating them?


Well, they don't have a specific size assigned yet but they aren't a module nor do they draw power. How will they be "scaled" post-patch? Same goes for max runs on copies; any clues yet to this number? This is somewhat important because it ties into the starbase changes for component assembly arrays. I would hate us to get in a situation like with the current equipment assembly array not being able to hold the minerals for 18 capital guns (6 lines x 3 run bpc). It's avoidable :)
Rivr Luzade
Coreli Corporation
Pandemic Legion
#97 - 2014-05-25 12:24:29 UTC
Dirty Wrench wrote:
So all the invented blueprint copies that exist right now that are -4/-4 will be what values after the patch ?

Anything that exists as negative values now won't be worth building/using after the patch if the invention under the new system guarantees at worst an of ME 0.

Or do you plan to scale them as well ? IE do you plan to modify the existing BPCs that people have to reflect the new minimum ME 0 result of invention.

Also where the max runs is currently set very low like capital parts and the new max run copy goes up what will the number of runs on the copies I currently have be after the patch ?


Are there yet any thoughts on this?

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.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#98 - 2014-05-25 16:49:59 UTC
Rivr Luzade wrote:
Dirty Wrench wrote:
So all the invented blueprint copies that exist right now that are -4/-4 will be what values after the patch ?

Anything that exists as negative values now won't be worth building/using after the patch if the invention under the new system guarantees at worst an of ME 0.

Or do you plan to scale them as well ? IE do you plan to modify the existing BPCs that people have to reflect the new minimum ME 0 result of invention.

Also where the max runs is currently set very low like capital parts and the new max run copy goes up what will the number of runs on the copies I currently have be after the patch ?


Are there yet any thoughts on this?



It's been stated in the other thread that the ME/TE of all blueprints will be revised, retroactively. So T2 copies will be updated

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Komi Toran
Perkone
Caldari State
#99 - 2014-05-25 19:45:38 UTC  |  Edited by: Komi Toran
I just want to go back to the research times. CCP Greyscale, I notice that you're using Shoogie's fallback rank of 600 for the titan he got based on the Hyasyoda lab instead of his original 480. Is your reasoning for this the same as Shoogie's? Because upon a re-read of the "building a better worlds" dev-blog, I noticed this:
Quote:
We are aware of the significance of this change and do not expect very expensive blueprints (Battleship and above) to be risked in such a manner, but we do feel it to be a good trade-off for smaller blueprints.

If you are factoring in the Hyasyoda lab bonus, aren't you implicitly expecting those very expensive blueprints to be risked in just such a manner?

Also, I've read the discussion but may have missed it, but do BPOs going from 9 to 10 have to be researched continuously, or can we break that up into multiple sessions of week long jobs over the course of however many months or years it takes?
Throwaway Sam Atild
Republic Military School
Minmatar Republic
#100 - 2014-05-25 20:14:19 UTC
CCP Greyscale wrote:


- We do have our fingers in the industry code right now, so small changes to eg formulas are on the table if we can justify them; larger sweeping changes are *not* on the table
- We are erring on the side of maintaining the current balance for things that are not on our list of goals (below), but we are happy with any reasonable balance disruptions in pursuit of those goals
- We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way

Specific goals we are currently pursuing:
- We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase changes, for example)
- For at least non-invention blueprints, we are reviewing max run numbers to alleviate issues in certain areas eg cap construction, nanite paste

Specific changes I am looking at making right now:
- Copy time to 80% of build time base; TE and skills mean it works out slightly faster copying than building
- I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force



I don't see the concerns regarding T2 module production addressed in your list, so here I go again:

Copy times for many commonly used modules (warp scrambler, 10mn afterburner) are currently 1/8th the build times. By making them .8x build times copy time will be far and away the limiting factor on producing the max-run bpc's that are required for invention.

So using the provided formula, a few examples:

Making 10x Warp Scrambler the old way

Two rounds of max run copies -> 2 installs * 300 run bpc * 1 min -> 600 minutes
Two rounds of invention (~50% chance) -> 2 installs * 150 minutes -> 300 minutes
Build time -> 126 min * 10 runs -> 1260 minutes

Making 10x Warp Scrambler the new way (no change to invention time)

Two rounds of max run copies -> 2 installs * 300 run bpc * 6 min -> 3600 minutes
Two rounds of invention (~50% chance) -> 2 installs * 150 minutes -> 300 minutes
Build time -> 126 min * 10 runs -> 1260 minutes

Making 10x Warp Scramblers the new way (balancing invention change)

Two rounds of max run copies -> 2 installs * 300 run bpc * 6 min -> 3600 minutes
?nvention = 2x Copy (12 min) + build (8 min)?
or are we using the T2 stats
?invention = 2x copy (132 min) + 166 min = 430 min?
Two rounds of invention (~50% chance) -> 40 min?
Build time -> 126 min * 10 runs -> 1260 minutes

In either case there remains a major science slot, primarily copying bottleneck.

The potential solutions by merit are:

  • Reduce maxCopy proportionate to the change in copy time
  • Allow us to invent off of BPO's, treating them as max-run copies (would cause some specific market disruption, but I think you've booleoned those as *isSpecial)


In summary, increasing copy time without compensation will shift the bottleneck in T2 module production away from manufacturing and onto science, primarily copying. This will increase overall production time three-fold, significantly alter the invention process, and generally not preserve the status-quo.