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Crius state of play

First post First post
Author
Kiere Padecain
Doomheim
#101 - 2014-09-03 08:04:27 UTC
Fonac wrote:
Very well thank you. I like it so far. I have two things i wonder about.

1. When you get the cost of a tech 2 bpc, id like to see what the total cost would be, if i produced all the materials myself. right now it only shows the total cost, if you buy all the components.

2.a. Why not make me able to artificially set the reasearched lvl? - Example, if i know that i'll have a perfect blueprint by the end of the weekend, id like to see what that generates.



This!

and this:
Sydious wrote:
I would love it if the industry window would remember my hangar selections between jobs, instead of constantly having to reselect corp hangars.


Also the industry UI is very cloggy in speeds when you have a lot of blueprints, this causes client slowdowns and even waiting times when sitting on a powerful pc. It just isnt responsive enough.

Pagination of blueprints would maybe help, as you'd use search or the filter to browse the BPs in the list anyways.
Etara Silverblade
Morex Group Inc.
Haven.
#102 - 2014-09-03 09:43:17 UTC
The release has put me off playing and I no longer play or even log in daily like I used to. The bad things outweigh the good and make it hard to be enthusiastic about doing what I loved, building stuff.

Let me start with what I like about the release:
- No build slot limit.
- The new UI for industry

Now for all the stuff I hate dealing with:
- The new UI (it is too big, there's no way to close it, takes a long time to load up all the BPs)
- Build cost ( any system with more then one station has the build index so high it's not cost effective to build large ships there )
- Years of grinding standings now doesn't have any benefits.
- Useless skill that was completely changed. ( this one is minor for me )
- Heavily researched BPOs became the same as lightly researched ones

So no I don't log in to build, I took down my POS, and I don't log in.

If you can fix the UI so I can actually see more blueprints, make my standings worth something, and resolve the build cost issues then it might be worth playing again.
Bad Bobby
Bring Me Sunshine
In Tea We Trust
#103 - 2014-09-03 10:16:22 UTC
Etara Silverblade wrote:
The release has put me off playing and I no longer play or even log in daily like I used to. The bad things outweigh the good and make it hard to be enthusiastic about doing what I loved, building stuff.

I have a lot of sympathy with that. It does appear that the Crius release broke or devalued massive parts of the industry game.

We have a UI that looks, feels and functions like a prototype rather than a finished item.

We have industrial POS functionality that has been gutted and we have to wait for a POS revamp and Corp Roles revamp before that damage can be repaired.

We have blueprints that were perfect no longer being perfect, dispite promises made to the contrary, and require very expensive year long research jobs to be done to return them to their previous standard.

We have a number of odd changes to T2 BPOs, some of which actually made the situation worse for inventors.

The sum total of this is seriously diminished faith in the developers as we move towards future industrial releases.

The question I have to ask is: why?

On the plus side, some of the changes look like they could be good once the work on them is finished.
CCP Manifest
CCP Retirement Home
#104 - 2014-09-03 11:01:48 UTC
Thomas Hurt wrote:
Good patch, my only complaint is that it failed to add in a race of Cat-People with customizeable ears/tails/fur patterns/etc.


This was much discussed in various post mortems as well.

======== o7 _CCP Manifest | Public Relations and Social Media | @ccp_manifest_

dolus directus1
Doomheim
#105 - 2014-09-03 11:14:02 UTC  |  Edited by: dolus directus1
In one of the patches you "fixed" Industry jobs that way they don't accept assembeld ships. When building on a pos that can get quite anoying as you can't repack the ships there. Especialy if you try building big thigns like a jumpfreighter as you can't move a packed Freighter hull around in any ship. So allowing us to repackage ships at a POS or shrinking packed freighter hulls to like 1.000.000m³ of volume would be nice :)
Max Kolonko
Caldari Provisions
Caldari State
#106 - 2014-09-03 11:43:12 UTC  |  Edited by: Max Kolonko
Etara Silverblade wrote:
The release has put me off playing and I no longer play or even log in daily like I used to. The bad things outweigh the good and make it hard to be enthusiastic about doing what I loved, building stuff.

Let me start with what I like about the release:
- No build slot limit.
- The new UI for industry

Now for all the stuff I hate dealing with:
- The new UI (it is too big, there's no way to close it, takes a long time to load up all the BPs)
- Build cost ( any system with more then one station has the build index so high it's not cost effective to build large ships there )
- Years of grinding standings now doesn't have any benefits.
- Useless skill that was completely changed. ( this one is minor for me )
- Heavily researched BPOs became the same as lightly researched ones

So no I don't log in to build, I took down my POS, and I don't log in.

If you can fix the UI so I can actually see more blueprints, make my standings worth something, and resolve the build cost issues then it might be worth playing again.



Obligatory joke with words like "your stuff" and "can i have" goes in here
Max Kolonko
Caldari Provisions
Caldari State
#107 - 2014-09-03 11:50:31 UTC
On a more serious note.

With the change in skills dealing with range of industry manipulation we are now able to operate industry beyond regional boundry. But at the same time we need to be able to keep up with our market orders for materials and products we produce.

While I know its not industry related is there a chance that one day we will be able to look beyond regional barrier when dealing with market? A skill or something similar that would affect range beyond market barrier of orders we can see.

I'm sure it would be a big change to market but it would make life for both: traders and industrialists that much easier (and even for mission runner that want to check how much is that faction stuff he got from burner mission worth)
Velicitia
XS Tech
#108 - 2014-09-03 12:03:13 UTC
dolus directus1 wrote:
In one of the patches you "fixed" Industry jobs that way they don't accept assembeld ships. When building on a pos that can get quite anoying as you can't repack the ships there. Especialy if you try building big thigns like a jumpfreighter as you can't move a packed Freighter hull around in any ship. So allowing us to repackage ships at a POS or shrinking packed freighter hulls to like 1.000.000m³ of volume would be nice :)



build the freighter in the POS Blink

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

CCP Greyscale
C C P
C C P Alliance
#109 - 2014-09-03 12:11:21 UTC
Retar Aveymone wrote:
Attached is a screenshot showing YA0 not getting the ME bonus. It should be getting 1% off (our stations with 2% off are also not working): http://i.imgur.com/ccRRuiQ.jpg

Also, without the team just for good measure: http://i.imgur.com/w8rETlK.jpg


OK, thanks, I'll look into this!

Veinnail wrote:
the uniformity of the t2 ship material requirements is betrayed by the gallente command ships.

https://forums.eveonline.com/default.aspx?g=posts&t=365451


Yup, this is an intentional anomaly due to wanting to give the Eos the Myrm hull because it's the drone boat even though it was the field command not the fleet command (and therefore should by default use the Brutix hull). It's not obvious to us that the disruption of messing with the build costs of existing ships is worth making the mapping between ship model and build cost fully consistent.

Kenneth Feld wrote:

First one, it is weird, I can prolly prove it, but can't put a finger on it

Second point - See alternate thread i made, complete with screenshots - https://forums.eveonline.com/default.aspx?g=posts&m=4978539#post4978539

Third - Uggh, maybe instead of fixing text there should be something added like an attributes tab or something to explain what these things do, right now it is a black science with typo's

Kenneth


I don't totally follow your screenshots, you say one is 37m and one is 39m but the costs look the same to me?

Yeah that's not a bad idea about making upgrades more explicit. Added to list.

Sales Alt negrodamus wrote:

* Not all of the 0/0 bpcs from before Crius got converted. Do another DB pass?



Do you have an example I could look up? This sounds like a wrong.
Etara Silverblade
Morex Group Inc.
Haven.
#110 - 2014-09-03 12:56:23 UTC
Max Kolonko wrote:
Obligatory joke with words like "your stuff" and "can i have" goes in here


Maybe, it's bad enough that I am thinking of giving up on Eve forever.
Veinnail
Caldari Provisions
Caldari State
#111 - 2014-09-03 13:07:02 UTC
CCP Greyscale wrote:


Veinnail wrote:
the uniformity of the t2 ship material requirements is betrayed by the gallente command ships.

https://forums.eveonline.com/default.aspx?g=posts&t=365451


Yup, this is an intentional anomaly due to wanting to give the Eos the Myrm hull because it's the drone boat even though it was the field command not the fleet command (and therefore should by default use the Brutix hull). It's not obvious to us that the disruption of messing with the build costs of existing ships is worth making the mapping between ship model and build cost fully consistent.


thanks for the response.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#112 - 2014-09-03 13:40:17 UTC  |  Edited by: Kenneth Feld
nvmd
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#113 - 2014-09-03 13:44:09 UTC  |  Edited by: Kenneth Feld
nvmd
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#114 - 2014-09-03 15:30:37 UTC
DISCLAIMER: I had never really tried industry before Crius, so I can only tell you what I've discovered since it went live.

Here are my general thoughts:

1. I anchored my first hisec POS and didn't have to pay someone for their standings in order to do it. I feel that the lifting of the standings requirements, along with opening up 0.8+ systems, was a huge boost for industry as it gave players more space to operate.

2. I think the change from a fixed number of slots to a sliding install cost based on job creation density is a fabulous idea. I very carefully selected my system to eventually minimize my install costs, and my research paid off. My POS is in a system with few moons and an NPC station with no facilities, so the number of jobs submitted will always remain relatively low.

3. The addition of the compression array, and the lifting of the losec restriction on the reprocessing array, have been great for my mining operations. It has also led to more than a few staggeringly expensive lossmails as people fill cheap haulers with compressed ore, but I'm okay with that.

4. Combining 1-3 means that POSes should not only be more common, but have more variety in fitting. With no need to fit multiple labs or factories of the same type, people can actually do more than one thing at a POS, even a small one. And given that spreading out makes all industry cheaper, having more POSes of different kinds in more systems fits with this perfectly.

5. I love the current industry UI. It took a bit for me to figure out, and there were some wrinkles to get fixed, but overall I think it's great. I do wish it was scalable though, as it does take up almost my entire screen, but you've got a lot of information crammed into one window, so I can understand it needing to be big.


I have a few complaints about reprocessing:

A. I think the old names of reprocessing and refining made far more sense than just lumping everything into reprocessing. WHy do we now "reprocess" ores into minerals? They hadn't ever been processed before, had they? In particular, why is it called a "reprocessing array" if you can only "reprocess" ores there? I know the change was made to clarify things, but in the end I think it just confused them. Can we please get separate refining and reprocessing names back? The only skill related to reprocessing that doesn't involve ores is Scrapmetal Processing; change everything else back to Refining/Refinery. (Just the names, the mechanics are fine IMHO).

B. I seriously dislike how the reprocessing array lacks any kind of UI like reprocessing in a station has. I know, the POS code is broken so it's hard to do. Fix it already. This excuse is getting old.

C. Not a complaint, but I do like how the new reprocessing skill bonuses work. It shouldn't be so easy to get a "perfect" refine.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Retar Aveymone
GoonWaffe
Goonswarm Federation
#115 - 2014-09-03 16:19:24 UTC
CCP Greyscale wrote:

OK, thanks, I'll look into this!

3QE, which should have 3% ME, also gets none: http://i.imgur.com/Ui6YWxA.png

My guess is whatever fix you put in works only on Amarrs.
Quentin Rush
Bpc R Ush
#116 - 2014-09-03 20:43:14 UTC
Short version

- Shut down 4 high sec Large Industy POS for costs outweighing profit
- Stopped all T2 production, BPO and invention for declined margins and numbers
- Fall back to T1 production until we figure out what to do
- Moving production to Jita for obvius reasons

So... Hoping to see the market level out, cant make enough to fund all needed plex atm.
Stetching till the end of the year.. Maybe quit for the time being
Querns
Science and Trade Institute
Caldari State
#117 - 2014-09-03 21:11:52 UTC
Quentin Rush wrote:
Short version

- Shut down 4 high sec Large Industy POS for costs outweighing profit
- Stopped all T2 production, BPO and invention for declined margins and numbers
- Fall back to T1 production until we figure out what to do
- Moving production to Jita for obvius reasons

So... Hoping to see the market level out, cant make enough to fund all needed plex atm.
Stetching till the end of the year.. Maybe quit for the time being

You complain of declined margins... and then move all your production to Jita, the system with the highest job costs?

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

Ranamar
Nobody in Local
Deepwater Hooligans
#118 - 2014-09-03 22:13:18 UTC  |  Edited by: Ranamar
Querns wrote:
Quentin Rush wrote:
Short version

- Shut down 4 high sec Large Industy POS for costs outweighing profit
- Stopped all T2 production, BPO and invention for declined margins and numbers
- Fall back to T1 production until we figure out what to do
- Moving production to Jita for obvius reasons

So... Hoping to see the market level out, cant make enough to fund all needed plex atm.
Stetching till the end of the year.. Maybe quit for the time being

You complain of declined margins... and then move all your production to Jita, the system with the highest job costs?

... and the least shipping costs.

I moved my manufacturing character out to nullsec because I WANT TO BELIEVE, but, had the stuff I manufactured been bigger than a size that fit a day's production in a blockade runner, I'd have considered moving there too. I was manufacturing enough value of stuff before that I would have started getting nervous putting a day's production in a freighter. There is significant value in not needing to worry about that, although it's probably still cheaper to pay Red Frog to freight it for you than to pay the Jita manufacturing premium... but it's less convenient too.

I actually find it fairly impressive that Jita has nearly a 10% manufacturing cost while essentially everywhere else is less than half of that. It just goes to show what lengths some people will go to in order to have JIT material availability and not have to pay for shipping things to market.

e: turns out Jita only has around an 8% manufacturing cost at the moment
Querns
Science and Trade Institute
Caldari State
#119 - 2014-09-03 22:34:17 UTC
Ranamar wrote:
[quote=Querns][quote=Quentin Rush]
... and the least shipping costs.

Shipping costs are a pittance in empire. Public couriers are your friend.

An example follows.

The install costs for my last batch of items produced in empire cost 1.5b isk. I'm building in a system with a job index of (rounded) 0.05, compared to Jita's 0.08. (I, too, am not immune to laziness.)

According to my spreadsheet, I needed 15 couriers to get my inputs to my build station, and 17 couriers to ship my finished products back to Jita. I pay 1.5m isk per jump, because I am a benevolent job creator. At this rate, my total public courier bill is 96m isk per jump from Jita. I could afford to ship 15 jumps from Jita before my shipping cost would outstrip my job install cost. If you were willing to pay less, this range increases considerably.

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

Velicitia
XS Tech
#120 - 2014-09-04 00:40:33 UTC
Bronson Hughes wrote:

B. I seriously dislike how the reprocessing array lacks any kind of UI like reprocessing in a station has. I know, the POS code is broken so it's hard to do. Fix it already. This excuse is getting old.



Thing is, it's not simply an excuse -- the POS code is horrendous.

Seriously, POS are just as likely to nuke you as your enemies ... and the code around structure ownership, etc, is a nightmare too.

Good thing it's on the "short list" of things to do (along with corp roles, and SOV) -- note that this is still pretty much a "soon(tm)" list.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia