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Material Efficiency skill changed to Advanced Industry

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Author
Summer Isle
Autumn Industrial Enterprises
#121 - 2014-07-16 18:21:23 UTC
CCP Greyscale wrote:
we dislike skillpoint reassignment as the act of reassignment incrementally devalues the perceived value of skillpoints accumulated over time


The value of this skill, at level V, is this: 72 minutes per day per line. If manufacturing lines are kept going 24/7, it's a valuable skill. For a small-time manufacturer who does not keep their lines going 24/7, the skill is already at zero value. Even at my peak, running my lines twice a day (once before work, and once after), this skill would have been utterly useless to me. Now, running a few lines once or twice a week? I am not exaggerating when I say that I believe it will be the most useless skill I have, because I will have zero utilization of it.

Querns wrote:
Compare the reduction in utility for this skill with a nerf to a particular ship in PvP -- people who had trained into that ship are not entitled to an SP refund; neither should we.


Nerfing a ship isn't quite the same thing. A closer consideration, I think, would be the Navigation skill:

What if all ships of a similar type and class (attack BC's, EWAR Frigs, etc) were given the same speed as the rest in their type and class, and then the Navigation skill, which gives a 5% bonus to sub-warp velocity, were changed to give a 1% boost to warp speed?

Yes, the skill would still be useful, but only to a limited number of people, and in limited use. The mission-running pilot, for example, would have no use for it, as it wouldn't save them enough time to run an extra mission while they were online, but a capital pilot (including freighters) might find it incredibly useful.

Similarly, someone who generally flies smaller ships in a fleet would probably have no use for it, but the battleship pilots in that same fleet might enjoy having it, though it would only matter if they all had it.

It's a skill that, while still being useful, isn't going to be useful to everyone after the change, whereas everyone could put it to use previously. Some people who had Navigation to V when it affected sub-warp speed may have no need for it at all when it affects warp speed.

The change from Material Efficiency to Advanced Industry is similar: a person who has their lines going 24/7 will find it useful (as it saves 72 minutes per day per line), but a person who has any more down-time than that on their lines will see a greatly-reduced value in the skill, quickly trending towards having no real value at all.

 Talk is cheap, but Void S and Quake L are cheaper.

Cekle Skyscales
The Scope
Gallente Federation
#122 - 2014-07-16 19:06:57 UTC
Chris Winter wrote:
For the reprocessing rebalance, it's all "it's too easy to be competitive and we're INCREASING the barrier for entry."


Increasing the barrier to entry by allowing every single station in the verse to have refining/reprocessing capability? Think before you post. They're increasing the barrier to perfect, not to entry.
S'hiya
Pator Tech School
Minmatar Republic
#123 - 2014-07-16 19:09:29 UTC
768,000 skillpoints is no small time investment. Considering the replacement skill is next to worthless I believe a refund would only be fair.
Meytal
Doomheim
#124 - 2014-07-16 19:22:14 UTC
As others have said, this is a retirement of an old skill considered a requirement for Industry. It is good that a "required" skill is being changed so that is no longer required. But it is being retired, not nerfed. There should therefore be a refund. The new skillbook should be seeded, and people can choose to use refunded SP on it, or spend the refunded SP elsewhere.


The technical arguments against a refund that CCP presented may have merit, though not for technical reasons; customer service in dealing with errors can be substantial, however. So if SP are not to be refunded, the skill should not be retired as it is currently planned, but instead changed to still interact with material costs for manufacturing items but to a lesser degree: 1% (0.2% per level) would be a minimum, but even that is a little low. Ab adjustment of 0.4% per level, for a total of 2%, would be a more appropriate change.
Kali Aldard
Republic University
Minmatar Republic
#125 - 2014-07-16 19:34:14 UTC
While I understand the concern surrounding a "mandatory skill to 5" that ME currently is, it is that undesired mandate that is why pilots trained to 5 in the first place. Removing the feature of a skill that reduces how much money it costs to build a single item should come with a compensation in SP spent on that feature.

Someone decided "I want to spend time reducing the materials that this blueprint needs" and acted upon it by training a skill. They didn't train to get their item faster. Faster build time doesn't reduce the amount cargo space I need to get my materials to my production home. Removing the feature of one player being able to perform actions that reduce the material cost for BPCs is just what it looks like: removing a feature. It's just the same as removing a feature that allows someone to perform actions that reduce the time it takes to train another skill.

I understand that reimbursing SP reduces the perceived value of SP. But you're completely removing a feature that had a skill associated with it. You're not devaluing this feature, you're eliminating it altogether. You're completely removing what used to be a motive to train a skill. The new "replacement" skill isn't anything close to the same thing, either.

I believe that with the removal of the feature to reduce material cost, skills trained to support that feature need to also be refunded.
Hope Alar
Blue Tridents
#126 - 2014-07-16 19:52:43 UTC
I have an industry alt who has kept many of her lines busy on a daily basis. I would benefit from the new proposed skill, but no where near as much as the current Production Efficiency. I create a set of 21 hour jobs everyday. I have a 3 hour window incase I may end up be doing something in rl, or be busy doing something else in game. The new skill would benefit me but I would likely only train it to IV. I think such a mandatory skill being made into a trivial skill warrants a skill refund. I could put it into some refining skills instead =).
Querns
Science and Trade Institute
Caldari State
#127 - 2014-07-16 20:08:45 UTC
Kali Aldard wrote:
Someone decided "I want to spend time reducing the materials that this blueprint needs" and acted upon it by training a skill.

You "decide" to train Material Efficiency today as much as you choose to breathe. It's just not possible to compete without it today.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Valterra Craven
#128 - 2014-07-16 20:17:55 UTC  |  Edited by: Valterra Craven
CCP Greyscale wrote:
Hi everyone,

the statement that we don't want to do a refund *is* essentially perfect and out of scope for discussion in this thread, much as you may unfortunately disagree with it.


Do we need to start another thread[naught] somewhere else where it would be in scope for discussion?

CCP Greyscale wrote:

- We are in any case too close to the release to implement a refund at this time, and that is a non-disputable statement of fact precluding us from doing so even if we wanted to (which we don't)


Then don't delay the release, and make the skill do nothing until such time as you can devote resources to solve the problem properly. Wan't that the very point of moving to the rapid release system? You're happy with making massive industry changes without doing any real work to invention and are instead working on that in the next release, so it would only make sense that you could do the same here as well.
Claudius Dethahal
Amarrians for Tax Reform-Kador
#129 - 2014-07-16 20:20:20 UTC
Could a replacement skill modify or interact with the multi-run discount to offer more options for competition there (ideally options that allowed casual industry to focus on per unit efficiency at a greater time cost and heavy industry to focus on throughput)?
Messenger Of Truth
Butlerian Crusade
#130 - 2014-07-16 20:23:04 UTC  |  Edited by: ISD Ezwal
*Snip* Removed reply to a deleted post. ISD Ezwal.

CCP Greyscale wrote:

We are aware that you're are unhappy with how far the new skill is moving from its original value proposition


I think this is the fundamental issue and why this response has been provoked. The skill went from being essential (perhaps for reasons of (in hindsight) bad game design) to avoidable, so everyone feels like they went through a lot of pain for nothing. Particularly the fact that this fairly significant skill change has come to attention so close to the release, where many people have trained up legions of alts ready for the release.

But, you acknowledge the problem, and will look into the skill again over the next few weeks. I think this is a reasonable response and all that can be asked for.

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Rena Senn
Halal Gunnery
#131 - 2014-07-16 20:23:30 UTC  |  Edited by: Rena Senn
CCP Greyscale wrote:

- We don't want to have skills that are as in-practice mandatory as the old Material Efficiency skill in the Industry skillset

Problem is, the skill was mandatory. For all the people who already trained it, which is just about everyone who seriously devoted themselves to industry, having that skill forced upon them in its new form will still be mandatory.

CCP Greyscale wrote:

- skills are supposed to be about specialization, not about jumping through hoops

As above, people have already jumped through hoops. Not refunding the SP is only going to force industrialists and bazaar traders to keep jumping through more hoops by playing SP catchup and re-adjusting sale values for a now far less useful skill. Skills are also supposed to be about player choice, not retroactively enforcing unwanted specialization.

CCP Greyscale wrote:

- we dislike skillpoint reassignment as the act of reassignment incrementally devalues the perceived value of skillpoints accumulated over time

Repurposing skills into less worthy iterations also devalues the perceived value of skillpoints over time, especially when CCP is sending the message that any SP you already invested may suddenly change in operation and hence value with every new patch.

CCP Greyscale wrote:

- We are in any case too close to the release to implement a refund at this time, and that is a non-disputable statement of fact precluding us from doing so even if we wanted to (which we don't)

Even so, this still demonstrates a highly flawed development and release schedule that did not properly accommodate for testing and customer feedback. Saying "We've already spent too much effort accelerating this car to 160 mph and it's going crash in the next minute regardless of whether we wanted to slow down or not (which we don't)" still makes you a reckless driver.

In short, an iterative and incremental development model is not a carte blanche excuse to do less planning and be more callous towards preventable product faults. Regardless of how you've shaken up your content release schedule to make it 'more agile' or what have you, if the result is a loss of customer satisfaction, then you're doing it wrong.
Masao Kurata
Perkone
Caldari State
#132 - 2014-07-16 20:40:06 UTC
Wow, the entitlement in this thread.
Querns
Science and Trade Institute
Caldari State
#133 - 2014-07-16 20:41:56 UTC
Rena Senn wrote:
CCP Greyscale wrote:

- we dislike skillpoint reassignment as the act of reassignment incrementally devalues the perceived value of skillpoints accumulated over time

Repurposing skills into less worthy iterations also devalues the perceived value of skillpoints over time, especially when CCP is sending the message that any SP you already invested may suddenly change in operation and hence value with every new patch.

You speak of this as if it was a new thing. This has been the general contract between player and MMO designer since time immemorial. Things get nerfed. A line of acquisition or skill in which occurred heavy investment is suddenly for naught. There are precious few ways to make meaningful change in an MMO without this sort of potential.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

penifSMASH
ElitistOps
Deepwater Hooligans
#134 - 2014-07-16 20:42:24 UTC
1% manufacturing time saving per level is pretty uninspiring and is really only useful for long jobs such as titans

Here are a few alternative ideas:
- 2 or 3% manufacturing time saving per level
- additional manufacturing slot per level
- some kind of discount on job costs
- some kind of discount on bidding on those team thingies
Denidil
Cascades Mountain Operatives
#135 - 2014-07-16 20:42:25 UTC  |  Edited by: Denidil
CCP Greyscale wrote:

- We are aware that you're are unhappy with how far the new skill is moving from its original value proposition, and we'll have another look at it this week. *If* we decide to make changes, they may not be viable for the initial Crius release, but would be unlikely to trail by more than a week or two


We're dissatisfied with how USELESS the skill is, unless you're building caps. For Level 5 in a Rank 3 skill I should get more. Furthermore since it is now impossible to saturate a facility a time reduction doesn't gang me anything, just increases the time in which my industry POS will be sitting idle.

Up thread I proposed an alternative repurposing of the skill to reduce the cost of lines, possible just production, possible all type.

Facility Efficiency - 5% reduction per level in research and production line costs per level.


this would be a meaningful reward - specialized industrialists can make a profit in more active systems (most likely closer to trade hubs) for example, or by specializing and staying in the boonies they see a lower (but still real) benefit from the skill.


This is similar to some of the Trade skills that make traders more competitive.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Querns
Science and Trade Institute
Caldari State
#136 - 2014-07-16 20:47:13 UTC
It's very unlikely that CCP is going to agree to any sort of cost reductions as a potential replacement to this skill. At its core, Material Efficiency is a cost reduction skill, and the whole idea of removing its current effect is to reduce the number of mandatory skills needed to drive costs down.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Rena Senn
Halal Gunnery
#137 - 2014-07-16 20:52:16 UTC
Querns wrote:
Rena Senn wrote:
CCP Greyscale wrote:

- we dislike skillpoint reassignment as the act of reassignment incrementally devalues the perceived value of skillpoints accumulated over time

Repurposing skills into less worthy iterations also devalues the perceived value of skillpoints over time, especially when CCP is sending the message that any SP you already invested may suddenly change in operation and hence value with every new patch.

You speak of this as if it was a new thing. This has been the general contract between player and MMO designer since time immemorial. Things get nerfed. A line of acquisition or skill in which occurred heavy investment is suddenly for naught. There are precious few ways to make meaningful change in an MMO without this sort of potential.

Of course it's not new, but it is hypocritical when CCP is using this line of reasoning to justify doing the exact opposite. If you don't want to devalue the perceived value of skillpoints accumulated over time, then don't rework old spent skillpoints in a way that makes them completely devalued.
Denidil
Cascades Mountain Operatives
#138 - 2014-07-16 20:53:01 UTC
Querns wrote:
It's very unlikely that CCP is going to agree to any sort of cost reductions as a potential replacement to this skill. At its core, Material Efficiency is a cost reduction skill, and the whole idea of removing its current effect is to reduce the number of mandatory skills needed to drive costs down.


That's why i'm talking about production line costs, not material costs. This is exactly the same Skill as Broker Relations, except it applies to production and research lines instead of market orders.

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Lady Zarrina
New Eden Browncoats
#139 - 2014-07-16 20:55:58 UTC
I am all for these new industry changes, but taking something as important as this skill was and making it a joke (99% of time) is seriously flawed. I think this is definitely a case where a skill refund is required.

EVE: All about Flying Frisky and Making Iskie

Querns
Science and Trade Institute
Caldari State
#140 - 2014-07-16 21:02:49 UTC
Denidil wrote:
Querns wrote:
It's very unlikely that CCP is going to agree to any sort of cost reductions as a potential replacement to this skill. At its core, Material Efficiency is a cost reduction skill, and the whole idea of removing its current effect is to reduce the number of mandatory skills needed to drive costs down.


That's why i'm talking about production line costs, not material costs. This is exactly the same Skill as Broker Relations, except it applies to production and research lines instead of market orders.

Costs are costs are costs. It doesn't matter what "side" of the equation receives the levies; the levies themselves are being targeted.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.