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Blueprint data adjustments thread

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Author
Kale Freeman
Garoun Investment Bank
Gallente Federation
#121 - 2014-05-27 18:30:07 UTC
Being able to only invent a single copy per slot is going to seriously reduce volume of T2 modules being manufactured.

Currently I can throw a max-run (100-run) copy into a invention job and tomorrow I have a 50% chance of a 10-run T2 BPC. This proposed change would mean that tomorrow I have a 50% chance of a 1-run T2 BPC and I still have 99 runs left on T1 copy.

Roll this out over 10 slots and I go from manufacturing 50 T2 items a day to only being able to manufacturing 5 items
CCP Greyscale
C C P
C C P Alliance
#122 - 2014-05-27 18:34:28 UTC
OK, it looks like my timekeeping is terrible.

http://cdn1.eveonline.com/community/forums/EVE/blueprints_public_draft_2.csv

(Right click, save as)

Some disclaimers, that some people are no doubt going to ignore, fun times:
- THIS IS NOT FINAL. It says "public draft" for a reason. (It says "2" because I messed something up.)
- The skin ships, for example, are all clearly "broken" right now, and will need special-casing in the final data set
- I have not examined individual use cases because there are 3000+ blueprints here and I wanted to get this in front of players sooner rather than later, this is just a general pass
- There are blueprints here that are clearly "junk"; if I have time I'm going to do a clear-up, but if not I want everything to at least be junk with nice numbers
- A few things are missing, because the data I'm working on is not quite current (I'll obviously update this before we ship!)
- Component data in particular needs revision, it's not done yet!
- SOME MECHANICS ARE CHANGING, in particular invention (see earlier posts). Please bear this in mind when evaluating, and ask questions :)

General notes:
- The core of everything here is Ranks, and I welcome extensive feedback on both generalities and particulars in terms of how ranks are selected (see below).
- Build time is generally rank * 300
-- T2 ammo is rank * 10 I believe
-- Capital ships have an *additional* 25x multiplier
-- Components are left with their old build times as there's balance work here I didn't want to mess with
- ME/TE research is 105 * rank for L1, as per the blog
- Copy time is build time * 0.8
-- T2 is currently build time * 3 to prevent various shenanigans; I'd like to reduce this before launch
- Reverse engineering is the same as current TQ times
- Invention time is...
-- Total build time for the output (1 run for ships, 10 runs for mods in all cases)
-- Plus build time for the T1 feedstock
-- All divided by 2 to approximate a 50% failure rate in invention
-- Minus copy time (for one run)
-- And then fuzzed up or down up to 10% depending on rank, so some things are slightly more build-bound and some things slightly more research-bound
- This is all calculated pre-skills, pre-facilities etc, raw numbers math



Rank selection:
- Mods are 3/6/9 for S/M/L, 6 for all "unsized" mods, 40 for capital mods, and 10x larger for T2
- Ships are 20-60 for subcaps (stepped through frigate/destroyer/cruiser etc in 10s), 200-600 for caps, and then again multiplied by 10 for T2
- Charges are 1/2/3/4 by size, * 10 for T2
- Drones are 1/2/3/40, * 10 for T2
- Starbase structures are somewhat arbitrary, turrets are 20/30/40, other structures are 40/60/80, and towers are 100/200/300
- Rigs are 5/10/15/20, * 10 for T2
- Components, RDbs etc need revision
- Misc stuff is misc - deployables are in the 5-15 range, outpost stuff is all approximately capital sized, various other things such as T3 gubbins are in the 2-3 range


I'll be back around 10pm EVE hopefully, please don't flip out if you see something horrific in the meantime.

-Greyscale
CCP Greyscale
C C P
C C P Alliance
#123 - 2014-05-27 18:34:54 UTC
Kale Freeman wrote:
Being able to only invent a single copy per slot is going to seriously reduce volume of T2 modules being manufactured.

Currently I can throw a max-run (100-run) copy into a invention job and tomorrow I have a 50% chance of a 10-run T2 BPC. This proposed change would mean that tomorrow I have a 50% chance of a 1-run T2 BPC and I still have 99 runs left on T1 copy.

Roll this out over 10 slots and I go from manufacturing 50 T2 items a day to only being able to manufacturing 5 items


Anything that's not a ship spits out a 10-run copy on success.
Quintessen
The Scope
Gallente Federation
#124 - 2014-05-27 19:02:49 UTC
In the data dump, is Max Research for either ME/TE or both ME/TE? I.e. should I be doubling or a perfect BPO?
Gilbaron
The Scope
Gallente Federation
#125 - 2014-05-27 19:03:17 UTC  |  Edited by: Gilbaron
some data (invention, research time) looks weird but that may have something to do with invention changes. as an example: torp launchers and tempests have almost the same invention times.

other than that, i had hoped for a bit more variety in the ranks. some items that are (or feel) more "advanced" than others could maybe use a higher rank, i am thinking about warfare links, bubble launchers, probe launchers, .... maybe anything that requires a special ship or maybe a skill that is only there for one module.
Seith Kali
Caldari Provisions
Caldari State
#126 - 2014-05-27 19:17:02 UTC  |  Edited by: Seith Kali
Is build time with perfect TE research or an un-researched blueprint?

Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege. 

Aryth
University of Caille
Gallente Federation
#127 - 2014-05-27 20:20:34 UTC
Please leave the JF's where they are. Cause holy crap that is gonna be fun.

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

Aluka 7th
#128 - 2014-05-27 20:59:59 UTC  |  Edited by: Aluka 7th
Seith Kali wrote:
Is build time with perfect TE research or an un-researched blueprint?


I think build time in that draft table is without Industry skill applied and any TE research done.


CCP Greyscale - RIG BPO stats are right on the mark (all 314 of Tech1s and 314 of Tech2). Good job.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#129 - 2014-05-27 21:20:31 UTC  |  Edited by: Steve Ronuken
Edit: I'd missed the lines explaining what the invention time actually was, and made an incorrect assumption.

It's still not wonderful, as it looks to be doubling the time involved in getting the same numbers. (overlapping isn't taken into account. Which may fix some of it. Though it's possible in both scenarios)






Just to make sure I've read the numbers right:

In this system:
I'm making Expanded Cargohold IIs. I have a character with 10 research, and 10 manufacturing slots.

I make ten 2 run copies - 1,440 seconds. 48 minutes
I run 20 invention jobs - 195,000 seconds. A little over 54 hours.
I get (for simplicity) 10 successful 10 run blueprints.
I run ten 10 run manufacturing jobs. - 180,000 seconds 2 Days, 2 hours.

so around 4 days or so, for 100 copies


As compared to:
I make 10 sets of 2 max runs copies. 7.5 hours (not how I'd do it in reality. I'd have an alt making 20 max run copies per slot)
I run 20 invention jobs (2 sets) . 5 hours.
I get 10 ten run copies.
I run 10 manufacturing jobs. 48000 seconds. ( 13 hours, 20 minutes)

I have 100 Expanded cargo holds.
Just over 24 hours

(these are both non-optimal, but optimal requires overlapping runs, which complicates matters a lot)

The increase to invention time is a major change, and I suspect it will lead to a significant drop in output.


Especially as copy alts are low skilled.


(edit. oops. added an extra 2 days on the revised version. )

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

0x20
Ministry of War
Amarr Empire
#130 - 2014-05-27 21:25:12 UTC
How current manufacturing jobs will react during patchday ?
Gilbaron
The Scope
Gallente Federation
#131 - 2014-05-27 21:48:20 UTC  |  Edited by: Gilbaron
I was wrong, ignore the quotes from other people
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#132 - 2014-05-27 21:53:37 UTC  |  Edited by: Steve Ronuken
Gilbaron wrote:

i THINK you misunderstood this. invention time in greyscales data already includes copy jobs and manufacturing.

Quote:
- Invention time is...
-- Total build time for the output (1 run for ships, 10 runs for mods in all cases)
-- Plus build time for the T1 feedstock
-- All divided by 2 to approximate a 50% failure rate in invention
-- Minus copy time (for one run)
-- And then fuzzed up or down up to 10% depending on rank, so some things are slightly more build-bound and some things slightly more research-bound



that means 54 hours compared to 24 hours. still a significant change but much less than what you said.

we really need the stuff on SiSi in order to make good statements. naked data is always a bit hard to work with, especially if so many modifiers and new changes need to be kept in mind.


Ahhh. Thst fixes it somewhat. Still a large change though.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

probag Bear
Xiong Offices
#133 - 2014-05-27 21:58:54 UTC  |  Edited by: probag Bear
Since I can't currently analyze myself, I'll do some of the grunt-work, to hopefully help others in the community properly digest the changes.

The new invBlueprintTypes table. Compared to the csv Greyscale threw out, I believe it's only missing the ship skins (haven't updated my data dump that far) and Ancient Relics (not part of the old invBlueprintTypes table). Warning: not user-friendly for those not familiar with the data dump. Helps those that have scripts operating on the old invBlueprintTypes table, as you can just substitute this.


Comparisons of old vs. new. Warning: user-friendly. Somewhat. It has actual item names.
Note: a 1700% change in production time means that the new production time is 18x the old production time (Ship Scanner). A -95% change in production time means that the new production time is 0.05x the old production time (Cyno generator).

Production Time
Copy Time
Invention Time
Max Copy Runs

Edit:
Quote:
i THINK you misunderstood this. invention time in greyscales data already includes copy jobs and manufacturing.

Nevermind. Give me 5 minutes to remake these.


Edit2:
Gilbaron wrote:
i THINK you misunderstood this. invention time in greyscales data already includes copy jobs and manufacturing.

Quote:
- Invention time is...
-- Total build time for the output (1 run for ships, 10 runs for mods in all cases)
-- Plus build time for the T1 feedstock
-- All divided by 2 to approximate a 50% failure rate in invention
-- Minus copy time (for one run)
-- And then fuzzed up or down up to 10% depending on rank, so some things are slightly more build-bound and some things slightly more research-bound


I disagree. I think Invention time in Greyscale's data is actual Invention time. He was just trying to explain how he arrived at the values, which is by trying to get an approximately 1:1 relation between Manufacturing Slot time needed and Science Slot time needed. (and an Edit 3:) Guess it's up to Greyscale to clarify though.
Gilbaron
The Scope
Gallente Federation
#134 - 2014-05-27 22:22:19 UTC
one more thing we need to keep in mind:

skills (and lab boni !) need to be applied on TOP of greyscales data. those are significant. 20% manufacturing from Industry, 25% copy speed from Science, XX% invention time from the various labs (don't have the new numbers in mind)
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#135 - 2014-05-27 22:29:03 UTC  |  Edited by: Steve Ronuken
Gilbaron wrote:
one more thing we need to keep in mind:

skills (and lab boni !) need to be applied on TOP of greyscales data. those are significant. 20% manufacturing from Industry, 25% copy speed from Science, XX% invention time from the various labs (don't have the new numbers in mind)



I wasn't taking industry into account on mine (So I had a 20% reduction I wan't taking into account.

The copy time was likewise also not penalised by 25%


However, the lab times were without bonuses on either. I did those all at base, so they were comparable.

so 10 hours for the copies. and 16 hours 40 mins for the manufacturing.

Around 32 hours total, compared to the increase to 54.

Edit:

hmm. I guess if you're working at a pos, you may be able to adjust the invention time more than you used to be able to. Which may bring them into line with each other.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

CCP Greyscale
C C P
C C P Alliance
#136 - 2014-05-27 22:44:39 UTC
Quintessen wrote:
In the data dump, is Max Research for either ME/TE or both ME/TE? I.e. should I be doubling or a perfect BPO?


For one or the other, double it for both.

Gilbaron wrote:
some data (invention, research time) looks weird but that may have something to do with invention changes. as an example: torp launchers and tempests have almost the same invention times.

other than that, i had hoped for a bit more variety in the ranks. some items that are (or feel) more "advanced" than others could maybe use a higher rank, i am thinking about warfare links, bubble launchers, probe launchers, .... maybe anything that requires a special ship or maybe a skill that is only there for one module.


That is a pretty reasonable rule of thumb that I will look into tomorrow.

Seith Kali wrote:
Is build time with perfect TE research or an un-researched blueprint?


Un-researched.

Aluka 7th wrote:
Seith Kali wrote:
Is build time with perfect TE research or an un-researched blueprint?


I think build time in that draft table is without Industry skill applied and any TE research done.


CCP Greyscale - RIG BPO stats are right on the mark (all 314 of Tech1s and 314 of Tech2). Good job.


Excellent, thanks :)

Gilbaron wrote:
Steve Ronuken wrote:
Just to make sure I've read the numbers right:

In this system:
I'm making Expanded Cargohold IIs. I have a character with 10 research, and 10 manufacturing slots.

I make ten 2 run copies - 1440 seconds. 48 minutes
I run 20 invention jobs - 97500 seconds. A little over 54 hours.
I get (for simplicity) 10 successful 10 run blueprints.
I run ten 10 run manufacturing jobs. - 180,000 seconds 2 Days, 2 hours.

so around 4 days or so, for 100 copies


As compared to:
I make 10 sets of 2 max runs copies. 7.5 hours (not how I'd do it in reality. I'd have an alt making 20 max run copies per slot)
I run 20 invention jobs (2 sets) . 5 hours.
I get 10 ten run copies.
I run 10 manufacturing jobs. 48000 seconds. ( 13 hours, 20 minutes)

I have 100 Expanded cargo holds.
Just over 24 hours



i THINK you misunderstood this. invention time in greyscales data already includes copy jobs and manufacturing.

Quote:
- Invention time is...
-- Total build time for the output (1 run for ships, 10 runs for mods in all cases)
-- Plus build time for the T1 feedstock
-- All divided by 2 to approximate a 50% failure rate in invention
-- Minus copy time (for one run)
-- And then fuzzed up or down up to 10% depending on rank, so some things are slightly more build-bound and some things slightly more research-bound



that means 54 hours compared to 24 hours. still a significant change but much less than what you said.

we really need the stuff on SiSi in order to make good statements. naked data is always a bit hard to work with, especially if so many modifiers and new changes need to be kept in mind.


Nope, invention times are raw time for just the invention job. Things will be longer on some things because I'm trying to spread module stats out a reasonable amount so all modules aren't just the same numbers, and that necessitates some things getting longer. I understand that this is different; if there's a reason it's actually problematic there are things that we can do to alleviate that to some degree (f.ex increase output runs, that is now trivial to adjust as it's just the max run count on each BP).

Gilbaron wrote:
one more thing we need to keep in mind:

skills (and lab boni !) need to be applied on TOP of greyscales data. those are significant. 20% manufacturing from Industry, 25% copy speed from Science, XX% invention time from the various labs (don't have the new numbers in mind)


And worker bonuses :) Currently the plan is to get the "base" times lined up and then allow skills, facilities, workers, decryptors etc to fall more or less where they may. We're very much open to tuning all of these things to get nicer balance, but it's a somewhat fuzzy goal of mine right now to allow all the various bonuses to "pull things out of alignment", so while the simple, base jobs are very cleanly lined up, as you start to add in bonuses to make more money imperfections start to appear. The hope here is that for casual players it's all a pretty clean experience, but the more you min-max it the more quirks it throws out for you to try and optimize away :)
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#137 - 2014-05-27 22:49:07 UTC  |  Edited by: Steve Ronuken
So I was right in thinking that for Expanded Cargohold IIs, you're increasing the time to create 100, by a factor of 4?



Granted, the invention time can be cut in half, taking it down to 27 hours. But that leaves a significant difference.

(just noticed I forgot to update a base figure in my stats. The 97500 should have been doubled. But I have it right for the human readable version. (54 hours))

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Gilbaron
The Scope
Gallente Federation
#138 - 2014-05-27 22:58:31 UTC  |  Edited by: Gilbaron
:whelp:

i'm still somewhat confused. i really want to see this on SiSi before commenting any further.

it looks like this is a rather significant increase of invention times for a lot of modules. it's hard to say what that means in light of decreased need for copys. especially with a need for different characters. there is also a whole lot of things with a whole lot of potential consequences. by itself, it's not a bad thing, its a thing.

the decryptor market is getting completely changed

demand for meta items in module invention will certainly change. meta items will get cheaper, the reduced clickfest will make it easier to use one and increased success matters a bit more if jobs are longer and overall more expensive.

a whole lot of changes with a whole lot of potential impacts. i really love the shakeups. good to see gamedesign being so bold about changing significant things. the market will eventually find a new equilibrium. i just wonder where it's gonna be :)
CCP Greyscale
C C P
C C P Alliance
#139 - 2014-05-27 23:27:26 UTC
Steve Ronuken wrote:
So I was right in thinking that for Expanded Cargohold IIs, you're increasing the time to create 100, by a factor of 4?



Granted, the invention time can be cut in half, taking it down to 27 hours. But that leaves a significant difference.

(just noticed I forgot to update a base figure in my stats. The 97500 should have been doubled. But I have it right for the human readable version. (54 hours))


It's entirely possible, yes. I'll set up some end-to-end numbers in the big sheet tomorrow and see where the winners and losers are.
Aryth
University of Caille
Gallente Federation
#140 - 2014-05-27 23:28:02 UTC
JF's are the most laffo but might be worth doing just for giggles.

Cap comps need more runs.

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.