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Crius Feedback

First post First post
Author
Argent Rotineque
The Scope
Gallente Federation
#301 - 2014-07-24 03:38:03 UTC
Gospadin wrote:
Ixion wrote:
On top of that, WTF is the point of nerfing module/ship reprocessing? I crafted most of my ships and gear by melting rat loot down. It was already time intensive and mineral-poor compared to mining. 50% nerf? COME ON! In a game where 5% of ANYTHING is a big deal, why beat down people who make a living killing NPC's?

I was already burned when I had my Armageddon BPO in heavy research when BS mineral cost increases were announced. I thought, "oh well, at least I will have that much more savings, it isn't worth it to lose the ME research already in progress". How wrong I was about THAT. Now to add insult to vast injury, the research I justified is a wasteful joke.


How would you have fixed the "extra minerals" issue?

I think that we'll see, in a few months, much more interesting markets for ships and modules as these changes ripple through the economy.


I agree, the changes are like tearing off an old band-aid, painful now but ultimately good for the markets. I'm really glad to see the research prices for multiple runs weren't correct and the very flat manufacturing market of yesterday start to move. While all the changes aren't wonderful yet, I can see some light at the tunnel. Whether that light is the locomotive of the Pirhanna Express, I'm not sure yet.
Daler Industry
Viziam
Amarr Empire
#302 - 2014-07-24 04:14:14 UTC
CCP Claymore wrote:
iwannadig wrote:
We need skill points respect for Material Efficiency (Advanced Industry), because it changed behaviour.


The behavior was changed but the skill was not removed. We are NOT refunding skill points for this. We are looking into a better solution for the skill though.


Dear @CCP Claymore,

What would be that solution? Because we train that skills only because of their "behaviors" and not because of their beautiful shiny names... This is what makes skills, their "behaviours"..

Thanks
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#303 - 2014-07-24 04:45:27 UTC
Why does dragging and dropping blue prints work differently depending where the blue print is?

If its local you have to drag to the center of the circle.

If its at range you just have to drag to the upper window and it loads.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

YourNearest Blue
Oceanic Death Squad
#304 - 2014-07-24 05:01:43 UTC
You re-ordered the minerals so they aren't in alphabetical order anymore? Are you KIDDING me?

Do you have ANY idea how many spreadsheets are going to have to be overhauled completely for this? What, exactly, was wrong with alphabetical? Oh I know.. it made sense. Therefore, clearly, it had to go.

Of all the changes, I swear this one might be the straw that broke the camel's back.
Xatinni
Federal Defense Union
Gallente Federation
#305 - 2014-07-24 05:07:23 UTC
Being a member of our Alliance/Corp procurement, fitting and contracting team, I got all excited when I read about the fitting changes. Unfortunately still can’t fit the the majority of our doctrines - simply haven’t got the skill to jump into a hull to fit in the first place.

For us fitting guys and girls, wouldn't it have been better to enable us to fit hulls regardless, but disable the ability to un-dock from a station.
Beta Maoye
#306 - 2014-07-24 05:41:54 UTC
Yongtau Naskingar wrote:
The industry window is huge O.o It barely fits in the minimum window size.

This.
Can you make the flux capacitor smaller? I want to fit more windows into my internet time machine.
George Gouillot
MASS
Pandemic Horde
#307 - 2014-07-24 06:05:19 UTC
You might propably take a look into the balance of teams. I have noticed that most of the teams that provide bonuses for small class do also provide bonuses for large class and up plus speciliazation for caps and supercaps. For dedicated small class producers (AF, ceptors and alike) this makes teams practically unobtainable as 300 mln and up make a lot of sense for cap production but will not be viable for the production of e.g. AF.

I do like the added dynamic with teams and changing manufacturing costs a lot but currently I feel somehow excluded from the team auctions.
Celor Ma'fer
Jouhinen Inc
#308 - 2014-07-24 09:31:06 UTC
Daler Industry wrote:
CCP Claymore wrote:
iwannadig wrote:
We need skill points respect for Material Efficiency (Advanced Industry), because it changed behaviour.


The behavior was changed but the skill was not removed. We are NOT refunding skill points for this. We are looking into a better solution for the skill though.


Dear @CCP Claymore,

What would be that solution? Because we train that skills only because of their "behaviors" and not because of their beautiful shiny names... This is what makes skills, their "behaviours"..

Thanks


You may find this interesting New Skills
Celor Ma'fer
Jouhinen Inc
#309 - 2014-07-24 09:41:13 UTC
Overall I'm liking the changes that have gone on. The new UI certainly makes things quicker and easier, in my opinion.

One thing about it though is that when you hover over any of the materials required for any of the types of jobs, it tells you how many of each of the items you have compared to how many you need (very nice touch) All except for the Optional Items on the Invention tab. It would be really nice if I could see how many of a certain type of decryptor I have left, without having to go and check.
baltoxtdl
TheDarkLegion Inc
#310 - 2014-07-24 10:48:03 UTC
gg CCP, gg null sec

Before patch = in industry the biggest sink was time.
Post patch = in industry the biggest sink now is ISK.

We all know who has time, and who has ISK.


gg
Xela Kcaneoh
The Pirates Of Orion
#311 - 2014-07-24 11:05:51 UTC
Ray Kyonhe wrote:
...
In that future every capsuleer ship still has its humanoid crew, needed to maintain its systems. Humans don't work at assembly lines this days, they manage and reprogram them, and keep an eye on all automated systems, not allowing them to cross some bounds.
...

Way wrong. You just said that humans manage assembly lines nowadays. We're talking about the future, where humanoids are not needed to manage or maintain machinery. There is no legitimate reason why the ships / POS couldn't be maintained by robots, droids, nanobots, A.I., whatever. In WH space we fight Sleepers, ancient machines that have reconstructed and maintained themselves for millenia (thousands of years). We have collected their kibbles'n'bits for a good long while now. We have the technology, we can rebuild him.

CCP, I am talking to you now. To say that in the future all manufacturing must have a human component is unbelievable. I reject your premise and I take off my glove to slap the little nitwit that proposed the concept. I'm ashamed of the rest of you for going along with it. Go sit in the corner.

Wormhole space became my reason to continue paying two memberships for years now. Why? Because of the thing you are taking away now. It's not about the ISK for me, it's the principle of freedom. I destroyed your puny little Customs Offices and I thank you for letting me. You gave me FREEDOM.

Before Crius, I had no taxes in my system. Now, I have taxes in my system. I don't care if it's 0.0012%, I'm here to get away from that. We all have to live in that world all day - we're forced to. Please let us escape to the future. It's the only hope we have.

Let us believe in a future where man and woman can live free of government taxes and control by harvesting the land and making what we need, as our ancestors have always done.

Seagull craps on everything.

Pap Uhotih
Royal Amarr Institute
Amarr Empire
#312 - 2014-07-24 11:09:55 UTC
I found something I really like, I thought that since I'm not in a region with a trade hub and couldn't face flying my freighter that I was going to be stuck with the 100 or so accidently made capital construction parts that I've been wondering what to do with, I never thought I would be able to double my money.
Cata Laurel
Blue Mountain Ascent
#313 - 2014-07-24 12:04:49 UTC
Ore reprocessing interface suggestion: drag off

When reprocessing ores after mining, the drag-onto interface is good. Dragging works well if you want to add multiple ore types (e.g. Massive Scordite, Condensed Scordite). It is also nice to not having to scroll through a list of items if you want to reprocess ores in a station full of mission-junk.

However, removing item types from the reprocessing interface could be improved slightly by allowing them to be dragged off again. Currently you have to right-click, and then select remove from a drop down list. This feels clunky in comparison to dragging them on to add them.

I also like the change to what happens when you bring up the PI. The small planet selection panel can be kept open as you move from one planet to the next, without obscuring too much of the screen. This works better than the pre-Crius version.
Retar Aveymone
DJ's Retirement Fund
Goonswarm Federation
#314 - 2014-07-24 12:41:18 UTC
Xela Kcaneoh wrote:

Wormhole space became my reason to continue paying two memberships for years now. Why? Because of the thing you are taking away now. It's not about the ISK for me, it's the principle of freedom. I destroyed your puny little Customs Offices and I thank you for letting me. You gave me FREEDOM.

Before Crius, I had no taxes in my system. Now, I have taxes in my system. I don't care if it's 0.0012%, I'm here to get away from that. We all have to live in that world all day - we're forced to. Please let us escape to the future. It's the only hope we have.

Let us believe in a future where man and woman can live free of government taxes and control by harvesting the land and making what we need, as our ancestors have always done.

i don't know how anyone can argue this isn't the best patch ever

Mistah Ewedynao
Ice Axe Psycho Killers
#315 - 2014-07-24 12:46:41 UTC
Xatinni wrote:
Being a member of our Alliance/Corp procurement, fitting and contracting team, I got all excited when I read about the fitting changes. Unfortunately still can’t fit the the majority of our doctrines - simply haven’t got the skill to jump into a hull to fit in the first place.

For us fitting guys and girls, wouldn't it have been better to enable us to fit hulls regardless, but disable the ability to un-dock from a station.


YGTBFSM..... Really???

You don't have the skills to do your little niche job so the whole freakin concept of training for skills to improve your lot ingame should be just tossed out the window???

This what you get when you cater to noobs by wiping out exploration skills usefulness and major nerfing lots of others.

What's next? People are gonna want to anchor POS's without having to grind for months, spending lots of isk and/or REAL money in the process. Or maybe even, crazy as it sounds, they'll be expecting to jump in the game and within no time at all get BPO's researched to the same level as folks who spent many months getting their BPO's to Perfect.

WHAT!!!!!!!!!! They've already done that!!!!!!

No way! No smart business would take a dump on their long time loyal customer base like that. No way. Impossible..


Nerf Goons

Nuke em from orbit....it's the only way to be sure.

Tiberius Zol
Moira.
Villore Accords
#316 - 2014-07-24 12:50:49 UTC
The argument about paying humans to work for me is nonsense.. do you pay for all the crew member in all your shiny ships?

Mr. Tibbers on twitter: @Mr_Tibbers

Mr. Tibbers Blog: www.eve-versum.de

Mistah Ewedynao
Ice Axe Psycho Killers
#317 - 2014-07-24 12:52:19 UTC
Retar Aveymone wrote:

i don't know how anyone can argue this isn't the best patch ever



Believe it or not I partially agree with you.


Cool



It is the best patch ever...for Goonswarm.

For many established Research and industry folks....not so good.

Nerf Goons

Nuke em from orbit....it's the only way to be sure.

Ivan Isovich
Clutter Conglomerate
CAStabouts
#318 - 2014-07-24 13:11:39 UTC
Suggestions:

  1. When an Industry/Science job is ready for delivery or is in process, display the destination of the output.

  2. When an Industry/Science job is in process or ready for delivery, display the amount paid for the work in the total cost section, and change the title to reflect that it has been paid. Also have an indicator whether it was paid personally or by the corporation. Yes, this is a lot of information in an already busy window, but industry thrives on detail (a tooltip would even be okay).

  3. The large display box in Science and Industry Window takes up so much room, can barely see the blueprints list on a laptop. Allow us to minimize the graphical display and just look at the BP list. When we select a BP, unhide the results section. Another option would be to allow us to pin/unpin the BP list from the results graphics,,,which may or may not be a good idea.

  4. Have an audible notification that can be disabled in the player settings that notifies an industry job was completed and pop up what it was.

  5. The minerals/inputs required for a job shows how many are available first, then the input required for this job. This seems backwards from the way it should display: [inputs for this job] / [total materials available] I am constantly having to look at the current display style and actively think, "Okay, the total available is first...inputs second...why did they do it this way?"

  6. On the button to Start/Stop/Deliver a job: instead of color coding it to the job type like manufacturing or research, it should be coded to its function, such as green to start, red to stop, and black to deliver. You could also include a confirmation pop-up on this button that can be disabled by the "Don't ask this again" box (it even confirms on installing a job).


Thanks!
Ivan Isovich
Clutter Conglomerate
CAStabouts
#319 - 2014-07-24 13:29:09 UTC
Tiberius Zol wrote:
The argument about paying humans to work for me is nonsense.. do you pay for all the crew member in all your shiny ships?


This is a pointless argument. "Paying humans to work" is backstory for a game play mechanic. The game mechanic is to pay for your jobs based on the cost of the type of job. It was simply too basic pre-Crius, and it makes more sense in the new methodology. You already paid these fictional humans to do the jobs pre-Crius. You just paid a flat rate for any job...big, small, simple, complex. Everything was paid the same.

It is more realistic now....the higher the cost of a set of inputs is a good way to measure the complexity of manufacturing an item, and a more complex process usually involves higher costs of production (not just the cost of the inputs, but the actual work involved in manufacturing).
Vic Vorlon
Malevelon Roe Industries
Convocation of Empyreans
#320 - 2014-07-24 13:32:07 UTC  |  Edited by: Vic Vorlon
I'm a small scale industrialist, mostly doing T1 rigs, and after a couple of days poking around the new UI, here are my suggestions.
--
I'd like the industry screen to tell me how the material requirements will change if I do Material Research on a blueprint. Rig blue prints often have very low numbers of inputs, and I'd like to know how much research I really need to do in order to make it perfect. I'm quite happy to use external tools for this, but if CCP could get the GUI to tell me, that would be preferable.

EDIT: Never mind, I worked this out - the reduction in material cost is applied across the whole run.

+1 vote for making the top half of the industry screen collapsible. I play on a laptop and that huge black, blinking area is often NOT what I'm interested in. Don't force me to deal with it.

I'd like to see the inputs listed in alphabetical order.

I'd like the option to see the cost index directly, as a number, not only as a red bar.

The "Industry" tab in the "Show Info" window for a Station is always blank: nothing at all, just a black expanse.