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Dev blog: Teams and Revamp of Industry in EVE Online

First post First post First post
Author
Qmamoto Kansuke
Killing with pink power
Penguins with lasorz
#101 - 2014-07-09 19:25:19 UTC
An idea.Lets say a low-sec capital builders alliance spends 5b to hire the best team for their system and their capital ship building needs.Not only they give out information on what they are producing and where but whats to stop mercs spending 50m to wardec them and take down their pos or demand a suitable payment to leave them alone.LolIdea

Imo ccp I think teams may need to go as well if you don't want massive amount of carebear tears.
Gamer4liff
Deep Core Mining Inc.
Caldari State
#102 - 2014-07-09 20:26:24 UTC
Steve Ronuken wrote:
Guttripper wrote:
Steve Ronuken wrote:
Teams can work on all jobs in a system.

Heh - so the pharmacists at Osco Drugs can also work simultaneously at Walgreens fulfilling prescriptions!



Think of them as management teams.

If they were Management Teams, they would provide a penalty to efficiency instead of a bonus.

Which wouldn't be a bad idea for an extension of a teams system really, ruin other Systems' production by sending management teams to them.

A comprehensive proposal for balancing T2 Production: here

Obil Que
Star Explorers
Solis Tenebris
#103 - 2014-07-09 20:42:07 UTC
Qmamoto Kansuke wrote:
An idea.Lets say a low-sec capital builders alliance spends 5b to hire the best team for their system and their capital ship building needs.Not only they give out information on what they are producing and where but whats to stop mercs spending 50m to wardec them and take down their pos or demand a suitable payment to leave them alone.LolIdea

Imo ccp I think teams may need to go as well if you don't want massive amount of carebear tears.


Because the existence of the Thukker Array itself won't be a give-away...
Or the capital assembly array...


CCP Greyscale
C C P
C C P Alliance
#104 - 2014-07-09 21:57:43 UTC
Pap Uhotih wrote:
CCP Greyscale wrote:

....hisec industry remains completely resistant to any kind of social interaction with other players...


That seems like quite an insult but insightful as to your opinion of current high sec industrialists.


Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.
Darth Loman
Perkone
Caldari State
#105 - 2014-07-09 23:02:02 UTC
When I started playing EVE in the summer of 2011, I would never have predicted that the majority of my time would be spent in industry. And yet it has, and I find myself highly skeptical of the changes planned for Crius. Near the top of the list of things that make no sense to me is this introduction of teams.

I play the way I play because I enjoy it. I've been in corps and I've played mostly solo. I used to have four active accounts and am down to three. If the mainstay of my EVE time, industry, becomes too tedious, well, there goes not only those characters but the PVE and PVP ones as well.

I like the ecosystem that I've built in the "sandbox" that EVE is supposed to be. Why you are introducing these changes is beyond me. Time will tell.
Kusum Fawn
Perkone
Caldari State
#106 - 2014-07-09 23:16:52 UTC  |  Edited by: Kusum Fawn
CCP Greyscale wrote:
Pap Uhotih wrote:
CCP Greyscale wrote:

....hisec industry remains completely resistant to any kind of social interaction with other players...


That seems like quite an insult but insightful as to your opinion of current high sec industrialists.


Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.


I think we are all a bit more offended by your poor choice of things to respond to then the poor choice of words there.

What out of every change you have proposed actually works on sisi?

What out of the stated goals is actually fulfilled by your proposed changes?

All this seems is a monumental waste of time and energy without any real understanding of your own game. You haven't responded in substance to any of the blogs you put out recently and most of the nuts and bolts questions are still unsolved.

When hisec gets a big shaft in obvious favor for nullsec that remains pretty broken in other ways that inhibit industry there its hard to support changes that dont even fix the underlying and pretty well known issues with corps, pos or sov.

I mean **** man, we still dont have an off button for the ****** tooltips. wtf guys? do you have any idea what you are doing in there?

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Lee Hyori
New Horizons
#107 - 2014-07-09 23:59:57 UTC  |  Edited by: ISD Ezwal
CCP Greyscale wrote:
Pap Uhotih wrote:
CCP Greyscale wrote:

....hisec industry remains completely resistant to any kind of social interaction with other players...


That seems like quite an insult but insightful as to your opinion of current high sec industrialists.


Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.


This comment comes too late for me.

*Snip* Please refrain from discussing forum moderation. ISD Ezwal.

As CCP does not want to hear our views but impose these changes, you leave us no choice but to cancel our subscriptions.

Sure, it's not constructive.

As other players says "It's not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time."

I'm not angry but sad, EvE industry was very addictive.
Dinsdale Pirannha
Pirannha Corp
#108 - 2014-07-10 03:28:13 UTC
CCP Greyscale wrote:
Pap Uhotih wrote:
CCP Greyscale wrote:

....hisec industry remains completely resistant to any kind of social interaction with other players...


That seems like quite an insult but insightful as to your opinion of current high sec industrialists.


Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.


Apology NOT accepted.
Your true views on high sec are as obvious as your 2011 blog post that Noisy Gamer commented on in his blog.
Barzai Mekhar
True Confusion
#109 - 2014-07-10 04:53:24 UTC  |  Edited by: Barzai Mekhar
CCP Greyscale wrote:
Pap Uhotih wrote:
CCP Greyscale wrote:

....hisec industry remains completely resistant to any kind of social interaction with other players...


That seems like quite an insult but insightful as to your opinion of current high sec industrialists.


Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.


Consider WHY highsec industry is uninterested in social interaction and if the patch changes anything in that regards. Extrapolating from my experiences, the reasons would be:

1.) Being in an industrial highsec corp is painting a bulls eye on your back. Unless you take significant care not to be noticed, you have to expect many one-sided wardecs coming your way. Ways of dealing with this problem (out of corp haulers, remote managing of installation) exist, but are very deterring especially for new players, making it difficult for new industrial corps to grow.

2.) Sharing industry-related resources (like a POS) requires either massive trust or loads of micromanaging in horrible menus. Making mistakes is very likely to expose corp resources to theft or destruction. This kind of gameplay is encouraged by CCP and you guys wonder why industrialists prefer not to dive in this mess but prefer to stick to themselves?

3.) People willing to be cog 745 of 986 in a massive corp have their place made for them in null-sec; in contrast, small null-sec corps are unable to provide the stability required by industrialists. If I'd be willing to join some a corp with the number of members required to influence developments (like the deployment of teams) on a large scale, I'd make a significantly larger profit by joining renter-corp 3325 in the blue donut... This problem will only become more compounded once the nullsec landlords decide to increase the number of renters by wrecking the highsec industry...
El Zylcho
Republic University
Minmatar Republic
#110 - 2014-07-10 05:19:03 UTC
Barzai Mekhar wrote:
CCP Greyscale wrote:
Pap Uhotih wrote:
CCP Greyscale wrote:

....hisec industry remains completely resistant to any kind of social interaction with other players...


That seems like quite an insult but insightful as to your opinion of current high sec industrialists.


Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.


Consider WHY highsec industry is uninterested in social interaction and if the patch changes anything in that regards. Extrapolating from my experiences, the reasons would be:

1.) Being in an industrial highsec corp is painting a bulls eye on your back. Unless you take significant care not to be noticed, you have to expect many one-sided wardecs coming your way. Ways of dealing with this problem (out of corp haulers, remote managing of installation) exist, but are very deterring especially for new players, making it difficult for new industrial corps to grow.

2.) Sharing industry-related resources (like a POS) requires either massive trust or loads of micromanaging in horrible menus. Making mistakes is very likely to expose corp resources to theft or destruction. This kind of gameplay is encouraged by CCP and you guys wonder why industrialists prefer not to dive in this mess but prefer to stick to themselves?

3.) People willing to be cog 745 of 986 in a massive corp have their place made for them in null-sec; in contrast, small null-sec corps are unable to provide the stability required by industrialists. If I'd be willing to join some a corp with the number of members required to influence developments (like the deployment of teams) on a large scale, I'd make a significantly larger profit by joining renter-corp 3325 in the blue donut... This problem will only become more compounded once the nullsec landlords decide to increase the number of renters by wrecking the highsec industry...



Very good points. It's a Procrustean solution or a tail-wagging-the-dog approach to force the players to change their behaviors because you think they're "doing it wrong", especially when innovative game logic or even requested game logic would stimulate community. Industrial alliances sharing POS labs and so forth did exist at some prior point (2007ish?). But the game universe has shifted so much to favor special interests that this is almost an expression of "income inequality" in a twisted way.

Ironically, the high sec taxes don't even buy the high sec toon basic services like protection from ganking. Simple innovative ideas would be shared efforts like out bribing Concord to invalidate war decs (fun way to waste isk - let each side throw money at Concord)... Or give us a contract system that actually facilitates barter and trade, better outpost functions for trade, or even import/export taxes based on how far an item travels from the system in which it was produced.

Much of this could have come forth as suggestion and knee jerk anger if there had been a better solicitation process. I'd say, take the UI changes that have strong appeal, implement them, then cycle in the coercive changes more slowly with much less of a modifier than anticipated. As someone noted, a 17% increase in the cost to produce a Hound is not a good thing.

Obviously, the complaints that would have been collaborative feedback are a symptom of your success in the sense players are vested enough to have opinions.
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#111 - 2014-07-10 06:06:19 UTC  |  Edited by: Aalysia Valkeiper
It seems to me the main folks at CCP had given up playing the game years ago.

From what I have seen in just my 15 months of playing, CCP in now more interested in flexing the power they have over the players.

At first, I thought CCP was a business. That was until I found how difficult being a new player or a solo player in EvE online is (and it's getting worse). Convincing new players to go to other games is never a good business decision.

They've been encouraging established players to prey on new players and especially miners in high sec for several months.

Now, they're making even manufactoring good only for players established in null.

WHAT THE HECK IS CCP DOING? COMMITTING FINANCIAL SUICIDE?
Dracnys
#112 - 2014-07-10 09:38:13 UTC
I welcome more complex industry. Many posters seem to forget that EVE is not a casual game and that industry is PVP.

Until Crius, industry was very simple, especially T1 production: calculate mineral costs and compare with sell price. Done. That was all the decision making. Then just sort blueprints by isk per hour and you can go on autopilot forever.

Crius industry will be more interesting and a spreadsheet probably won't be able to find the best strategy. And even if they do, it won't stay the best strategy for long.

- I highly doubt that it will be worth it for nullsec producers to ship low-end minerals to nullsec, build stuff and then ship it back to Jita. Teams won't make enough of a difference to make it worth that.

- There are lots of highsec players with deep pockets that could win the bidding war for teams. Yes, nullsec industry cartels are probably best suited to win, but they won't bother if it isn't worth it (see point above).

- Changing location and adapting to changing costs isn't hard for a highsec industrialist without a POS. It is very cheap and can be done in half an hour. Get a covert ops ship and carry your blueprints over. Ship the next load of minerals to the new location. Done. Doing this once or twice a month is no too much to ask.

- Making industry more complicated doesn't make it more difficult for you, it makes it more difficult for other players as well. Have some confidence! You can now outsmart your competitors.

- Many things became simpler as well (ME and PE, interface and more). Now you can focus on fighting competition instead of the game.

- If you're super casual you can still just build wherever and whatever. With the "minerals I mine are free" mindset you'll make a profit all the time!

- Finally highsec industrialists have a reason to work together. It doesn't have to be difficult: you just have to find a few others who build the same item you do and bid on teams for that product in the same system.

El Zylcho
Republic University
Minmatar Republic
#113 - 2014-07-10 09:55:51 UTC
Dracnys wrote:
I welcome more complex industry. Many posters seem to forget that EVE is not a casual game and that industry is PVP.

Until Crius, industry was very simple, especially T1 production: calculate mineral costs and compare with sell price. Done. That was all the decision making. Then just sort blueprints by isk per hour and you can go on autopilot forever.

Crius industry will be more interesting and a spreadsheet probably won't be able to find the best strategy. And even if they do, it won't stay the best strategy for long.


- Finally highsec industrialists have a reason to work together. It doesn't have to be difficult: you just have to find a few others who build the same item you do and bid on teams for that product in the same system.



So how to resolve the contradictions. If Eve industry is PVP (refer back to NASH) then why force producers in the same chain to cooperate? Industry is not simple now, but the complexity is not *obvious*, meaning the game does not give feedback like say WOW does before you attempt to undertake some discouraged activity. The complexity that exists is discovered. The reward is in the discovery - i.e., use of consumables matched to the tier of production you're doing and so forth. So, complexity is not new. The UI eye candy is. Simpler fixes would have been to see who his hogging up a station slot so you can war dec them. Why not give me advantages for perfecting a manufacturing chain, thus making me competitive against (not with) my competitors? Huge disconnect as the changes have been evangelized so far.

Are the unnecessarily tedious elements gone? TBD. It's ironic you speculate that spreadsheets won't find the answer because so much of these changes involve an attempt to apply a statistical model to a problem that happened on a server we don't utilize (China). So there are references to visionary futures but fixing problems with the distribution of the Chinese player base thru their universe by pounding the Chinese peg through the non-Chinese hole is ... irrational.

There were incentives to work together before but the disincentives have since dwarfed the incentives. Coercing a paid subscriber base vs incenting them is also a bit irrational. A reasonable vision for industry should be based on war where ships get blown up quickly and need to be replaced. We have 0.0 interests incented not to wage war, and a high sec production base that is unstable. Kill sov, attach proportionate consequences for high sec griefing, do away with or really substantially change alliance models and industry will become cooperative along more organic lines.

See, this is why we can never have nice things! CCP codes them away! (sorry been wanting to bust that out, definitely not usually true).
CCP Greyscale
C C P
C C P Alliance
#114 - 2014-07-10 10:13:46 UTC
Barzai Mekhar wrote:
CCP Greyscale wrote:
Pap Uhotih wrote:
CCP Greyscale wrote:

....hisec industry remains completely resistant to any kind of social interaction with other players...


That seems like quite an insult but insightful as to your opinion of current high sec industrialists.


Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.


Consider WHY highsec industry is uninterested in social interaction and if the patch changes anything in that regards. Extrapolating from my experiences, the reasons would be:

1.) Being in an industrial highsec corp is painting a bulls eye on your back. Unless you take significant care not to be noticed, you have to expect many one-sided wardecs coming your way. Ways of dealing with this problem (out of corp haulers, remote managing of installation) exist, but are very deterring especially for new players, making it difficult for new industrial corps to grow.

2.) Sharing industry-related resources (like a POS) requires either massive trust or loads of micromanaging in horrible menus. Making mistakes is very likely to expose corp resources to theft or destruction. This kind of gameplay is encouraged by CCP and you guys wonder why industrialists prefer not to dive in this mess but prefer to stick to themselves?

3.) People willing to be cog 745 of 986 in a massive corp have their place made for them in null-sec; in contrast, small null-sec corps are unable to provide the stability required by industrialists. If I'd be willing to join some a corp with the number of members required to influence developments (like the deployment of teams) on a large scale, I'd make a significantly larger profit by joining renter-corp 3325 in the blue donut... This problem will only become more compounded once the nullsec landlords decide to increase the number of renters by wrecking the highsec industry...


Yup, we're very much aware that there's a lot about the current corporation mechanics that make it very hard to use for (among other things) cooperative industry. That's why we're a) looking to overhaul those mechanics in the near future, and b) in the mean time designing features like this so that you don't need to be in a corporation to co-operate with other people. The team-bidding system I don't think ever cares what corp people are in, it just asks individuals to put in money, and the level of co-ordination required for that should be manageable through an ingame mailing list/out-of-game tool of your choice :)

El Zylcho wrote:
Are the unnecessarily tedious elements gone? TBD. It's ironic you speculate that spreadsheets won't find the answer because so much of these changes involve an attempt to apply a statistical model to a problem that happened on a server we don't utilize (China). So there are references to visionary futures but fixing problems with the distribution of the Chinese player base thru their universe by pounding the Chinese peg through the non-Chinese hole is ... irrational.


IDK how this has become "a thing" in people's minds, but all I can do is repeat that the details of activity on specific servers had *no impact* on the decision-making. I mentioned Serenity in the blog because it highlights one of the reasons why we consider self-balancing systems to be good design: they do not need to make assumptions about behavior patterns, and in the case where you have multiple environments with different behavior patterns, the fact that it works seamlessly in both is an upside. The reason we went with a self-balancing system, though, is not "because China", it's because it's good design, and at no point in the process leading to the decision to take this route did anyone mention TQ, Serenity or their respective hosting countries to the best of my knowledge.
Rommiee
Mercury Inc.
#115 - 2014-07-10 10:16:40 UTC
Aalysia Valkeiper wrote:
It seems to me the main folks at CCP had given up playing the game years ago.

From what I have seen in just my 15 months of playing, CCP in now more interested in flexing the power they have over the players.



For the guys who haven’t been here that long, let’s take a history lesson....

Prior to 2011, CCP were getting more and more cocky with their attitude towards the players. They were disregarding pretty much everything we said and railroading lots of badly thought out and under-developed ideas onto the Live server.

June 2011: Incarna

The single worst thing ever to be brought onto TQ. While it was a novel idea, the implementation was a total disaster. Despite countless comments on the Test server feedback forum, it was brought into Live. Players’ graphics cards screamed and melted while just sitting in the station. The interface was horrible and the expansion sucked bigitme. Numerous people cancelled their accounts, hundreds camped Jita and shot the monument.

CCP woke up and allowed players to turn it off and revert back to the hanger view. In an attempt to appease the players, Hilmar Pétursson (CEO of CCP) wrote a letter of apology, some of the highlights being:

“A Humbler, Stronger CCP”
“We’ve taken a hard look at everything, including my leadership. What I can say for now is that we’ve taken action to ensure these mistakes are never repeated”
“The greatest lesson for me is the realization that EVE belongs to you, and we at CCP are just the hosts of your experience”

It was a very noble act which unfortunately turned out to be a complete lie.

CCP have not changed their attitude, and are certainly not any humbler.
CCP have not learned any lessons and are still making the same mistakes.
CCP absolutely do not believe that the game belongs to the players, but to Devs that have an unbounded sense of arrogance and think they know better than everyone else. They are so far out of touch with reality and it’s clear that half of them never actually play the game in any meaningful way.

Just a few examples:
Unified Inventory
Tooltips
This industrial expansion


So, do not expect a meaningful response to any concerns here, this will be brought in regardless.
Barzai Mekhar
True Confusion
#116 - 2014-07-10 10:21:56 UTC
Dracnys wrote:
I welcome more complex industry. Many posters seem to forget that EVE is not a casual game and that industry is PVP.

Until Crius, industry was very simple, especially T1 production: calculate mineral costs and compare with sell price. Done. That was all the decision making. Then just sort blueprints by isk per hour and you can go on autopilot forever.

Crius industry will be more interesting and a spreadsheet probably won't be able to find the best strategy. And even if they do, it won't stay the best strategy for long.

- I highly doubt that it will be worth it for nullsec producers to ship low-end minerals to nullsec, build stuff and then ship it back to Jita. Teams won't make enough of a difference to make it worth that.

- There are lots of highsec players with deep pockets that could win the bidding war for teams. Yes, nullsec industry cartels are probably best suited to win, but they won't bother if it isn't worth it (see point above).

- Changing location and adapting to changing costs isn't hard for a highsec industrialist without a POS. It is very cheap and can be done in half an hour. Get a covert ops ship and carry your blueprints over. Ship the next load of minerals to the new location. Done. Doing this once or twice a month is no too much to ask.

- Making industry more complicated doesn't make it more difficult for you, it makes it more difficult for other players as well. Have some confidence! You can now outsmart your competitors.

- Many things became simpler as well (ME and PE, interface and more). Now you can focus on fighting competition instead of the game.

- If you're super casual you can still just build wherever and whatever. With the "minerals I mine are free" mindset you'll make a profit all the time!

- Finally highsec industrialists have a reason to work together. It doesn't have to be difficult: you just have to find a few others who build the same item you do and bid on teams for that product in the same system.



Complexity could have come in less volatile forms. If the main advantage of teams, POS structures, nullsec etc. had been increased production speed, industrialists would still have been forced to choose whether e.g. a 20% increase in productivity (and thus in profit per time) would have justified a move to a new system.

However, when the difference ends up being a %-value of the items being produced, it can easily shift the balance to the point where moving is no choice because you're current setup can't produce at a cost below the market value. If this happens occasionally it's ok, if this happens frequently it becomes a major frustration.

My primary concern is the speed with which new modifiers to production cost are introduced; the shifting cost based on utilization alone seems difficult enough to predict, with the additional outpost, POS and Team modifiers, I'm not convinced the whole system will not blow up in some unexpected and exiting way that screws highsec industrialists royally.
Dracnys
#117 - 2014-07-10 10:37:56 UTC  |  Edited by: Dracnys
El Zylcho wrote:


So how to resolve the contradictions. If Eve industry is PVP (refer back to NASH) then why force producers in the same chain to cooperate? Industry is not simple now, but the complexity is not *obvious*, meaning the game does not give feedback like say WOW does before you attempt to undertake some discouraged activity. The complexity that exists is discovered. The reward is in the discovery - i.e., use of consumables matched to the tier of production you're doing and so forth. So, complexity is not new. The UI eye candy is. Simpler fixes would have been to see who his hogging up a station slot so you can war dec them. Why not give me advantages for perfecting a manufacturing chain, thus making me competitive against (not with) my competitors? Huge disconnect as the changes have been evangelized so far.

Are the unnecessarily tedious elements gone? TBD. It's ironic you speculate that spreadsheets won't find the answer because so much of these changes involve an attempt to apply a statistical model to a problem that happened on a server we don't utilize (China). So there are references to visionary futures but fixing problems with the distribution of the Chinese player base thru their universe by pounding the Chinese peg through the non-Chinese hole is ... irrational.

There were incentives to work together before but the disincentives have since dwarfed the incentives. Coercing a paid subscriber base vs incenting them is also a bit irrational. A reasonable vision for industry should be based on war where ships get blown up quickly and need to be replaced. We have 0.0 interests incented not to wage war, and a high sec production base that is unstable. Kill sov, attach proportionate consequences for high sec griefing, do away with or really substantially change alliance models and industry will become cooperative along more organic lines.

See, this is why we can never have nice things! CCP codes them away! (sorry been wanting to bust that out, definitely not usually true).


- Producers in the same chain have the *option* to cooperate (like a cartel). They are not forced. They can also leech on a cartel in highsec because teams can't be restricted (this is a problem for cooperation too).

- The complexity you are referring to is T2 production and I agree that it is already fairly complex now. Still I think that the changes will make it more interesting.

- I think that spreadsheets won't be able to calculate the best strategy because it would need to make too many predictions like: How much is it going to cost to win the auction for team X? If I win team X, how is activity going to change in system Y? How will that impact the market price?

- I agree that SOV also needs fixing

Barzai Mekhar wrote:


Complexity could have come in less volatile forms. If the main advantage of teams, POS structures, nullsec etc. had been increased production speed, industrialists would still have been forced to choose whether e.g. a 20% increase in productivity (and thus in profit per time) would have justified a move to a new system.

However, when the difference ends up being a %-value of the items being produced, it can easily shift the balance to the point where moving is no choice because you're current setup can't produce at a cost below the market value. If this happens occasionally it's ok, if this happens frequently it becomes a major frustration.

My primary concern is the speed with which new modifiers to production cost are introduced; the shifting cost based on utilization alone seems difficult enough to predict, with the additional outpost, POS and Team modifiers, I'm not convinced the whole system will not blow up in some unexpected and exiting way that screws highsec industrialists royally.



Yes complexity could have come in less volatile forms. The new system is almost impossible to predict. I actually look forward to a blowup because that's exciting and will make some industrialists rich and burn others.

The benefits of a more volatile system is that it takes much longer to reach an equilibrium and it can be disrupted more easily. That makes for a more active gameplay for industrialists and less passive ISK making. At the moment you can set up your system once and keep producing the same thing for months. With the new system you'll need to adjust more often.
Barzai Mekhar
True Confusion
#118 - 2014-07-10 11:07:32 UTC
Dracnys wrote:

The benefits of a more volatile system is that it takes much longer to reach an equilibrium and it can be disrupted more easily. That makes for a more active gameplay for industrialists and less passive ISK making. At the moment you can set up your system once and keep producing the same thing for months. With the new system you'll need to adjust more often.


Highsec is an unorganzied mess. CCP's vision of organized highsec gameplay is "mailing lists and out of game tools". Meanwhile null blocs are counting, inventarizing and labeling their matches in a neat and orderly fashion. Guess who'll be lighting up the volatile system & who will burn?

Well, that wasn't a productive post on my part. So, to be productive, I'd be a lot less ancious if there were some "worst case" calculations regarding the differences that could be caused by stacking the new effects instead of the cute little "everything is average nowadays abadon"...
Gilbaron
The Scope
Gallente Federation
#119 - 2014-07-10 11:32:19 UTC
Quote:
Highsec is an unorganzied mess. CCP's vision of organized highsec gameplay is "mailing lists and out of game tools". Meanwhile null blocs are counting, inventarizing and labeling their matches in a neat and orderly fashion. Guess who'll be lighting up the volatile system & who will burn?


oh, the joys of managing a corp with 150 dudes, all of which are eager to put their personal BPO collection in a corp hangar where it's completely out of their control and in the hands of people who they have to trust

oh, and btw, forums, jabber and teamspeak/mumble are the tools us evil nullsec overlords use to organize things like B-R. .
El Zylcho
Republic University
Minmatar Republic
#120 - 2014-07-10 12:03:37 UTC
CCP Greyscale wrote:

El Zylcho wrote:
Are the unnecessarily tedious elements gone? TBD. It's ironic you speculate that spreadsheets won't find the answer because so much of these changes involve an attempt to apply a statistical model to a problem that happened on a server we don't utilize (China). So there are references to visionary futures but fixing problems with the distribution of the Chinese player base thru their universe by pounding the Chinese peg through the non-Chinese hole is ... irrational.


IDK how this has become "a thing" in people's minds, but all I can do is repeat that the details of activity on specific servers had *no impact* on the decision-making. I mentioned Serenity in the blog because it highlights one of the reasons why we consider self-balancing systems to be good design: they do not need to make assumptions about behavior patterns, and in the case where you have multiple environments with different behavior patterns, the fact that it works seamlessly in both is an upside. The reason we went with a self-balancing system, though, is not "because China", it's because it's good design, and at no point in the process leading to the decision to take this route did anyone mention TQ, Serenity or their respective hosting countries to the best of my knowledge.


Thank for you commenting on this and clarifying your position. My original read of the various threads causes me to form my opinion. I am not yet convinced this will solve an a priori problem on *my* server :-)

Ultimately, I do not get to be a stakeholder in a the design process, but I think the folks who decided a "self balancing" system was needed missed out on innovative input. For example, several changes in game logic could easily distribute the population by distributing the markets via incentives (not the manufacturers by coercion) reviving other elements of the game that now languish - courier missions on trade routes, taxation between states, etc. This would have really emphasized the dynamic of time and travel built into game now. Regardless, I appreciate your response.