These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Science & Industry

 
  • Topic is locked indefinitely.
 

Recommended tweak for Radar Sites/T2 invention

Author
Chon Waen
Perkone
Caldari State
#1 - 2012-02-08 09:36:01 UTC
Currently, radar sites are among the least profitable out there.

One of the big contributors to this is the fact that Data Interfaces do not go away once they are built short of getting them
blown up, and once most industrialists have their interface tucked nicely away in a station, it then sits there... forever.

This has caused a huge price drop over time for those very same interfaces, making low and null sec Radar sites not much better than the HiSec ones.

What if the devs made these interfaces slowly decay, say somewhere in the neighborhood of 100-500 invent attempts before they would need to be replaced? This would generate a steady demand for replacement interfaces, increasing the value of the interface blueprints that seem to be in just about every 0.0 Radar site in New Eden, but rarely, if ever found in HiSec.

Just a thought!

Lady Ayeipsia
BlueWaffe
#2 - 2012-02-08 10:52:48 UTC  |  Edited by: Lady Ayeipsia
Honestly, I prefer not. One more item limiting the inventions I can make, one more item that would up the price of t2 modules. Plus, one more item where nul sec could monopolize. And one more reason people would use as an excuse to say how op t2 blueprint originals are.

I understand your desire, but I would rather see a better method. Improve the decryptors possibly, have the radar sites drop something else of value or increase the faction spawn rate, or up the rat bounty for some reason. Don't mess with the interfaced and lead to that much more of an imbalance between hi and nul.


Here's one... Make radar sites have a slik chance to drop faction pos mod and tower bpcs.
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#3 - 2012-02-08 11:32:13 UTC  |  Edited by: Rel'k Bloodlor
Make them like R.A.M. stuff but a few hundred uses till they break, and cut there material need down to 20% of what it is now. I would like to some day use the 150 B.P.C. of them I have lying around. They drop so much in low I can't see the prices going up on T2 that much once people remember to pick the stuff up and not just leave it in the site.


Or just make it Easer to sell the B.P.C.'s on the market.



Or just up the T2 rig B.P.C. drops.


Or the up the salvage a lot.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Zifrian
The Frog Pond
Ribbit.
#4 - 2012-02-08 11:42:35 UTC
God no, not like RAMS either.

I think they are fine the way they are. I wish they'd remove RAM's. They serve no purpose other than a roleplaying standpoint.

To fix the issue you brought up, maybe just put the interfaces in the radar sites instead of building them?

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Skippermonkey
Deep Core Mining Inc.
Caldari State
#5 - 2012-02-08 14:31:21 UTC  |  Edited by: Skippermonkey
I'd love them to remove RAM as well, it seems pointless, you already have a decent enough system in place with Decryptors and Datacores

I'm not sure i like the idea of items that degrade with use / get damage outside of combat anyway.

edit - if you must, create new T2 decryptors that have a limited number of uses/runs, that should start to use the stockpile of t1 decryptors more effectively

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

Zosius
The Nordic Associates
Insidious.
#6 - 2012-02-08 22:14:17 UTC  |  Edited by: Zosius
The idea it self is nice. I personally would redesign Radars and Mag sites. Here is what I would do:

Radars: regarding datacore problem I would simply create new item that has much better bonuses or something and distribute it in radar sites. Something like deadspace loot has A B C X values and then there are many "meta" items. This strategy could be applied to radar items. Make it god damn original

Mags:

1. Salvages. Instead of giving that usual t1 salvage crap, that is full of everywhere, they should just leave only t2 salvage and add some new "original items", something like mags in sleeper sites.

2. t2 BPCs. While the update on improving mag sites was nice, however getting useless t2 blueprints, that has 0 buy orders in past 6 months in Jita is just lazy design work. They should make "special" blueprints, which could be only found in mag sites and also standard blueprints, but with much better "stats and number of runs".

The potential to make space is out there. Distribute accordingly through sec status areas. where as null gets large BPC, low - medium, HS - smalls. Each area would have a niche. As someone who has been explorer since first week of playing eve, I see tons of improvements that could be done.
Chon Waen
Perkone
Caldari State
#7 - 2012-02-15 18:04:42 UTC
You seem to be missing the point: Data Interfaces rarely leave the game once built. Ships get blown up, decryptors and Datacores get used up, even RAMs slowly decay. Ice gets turned into fuel, and is then consumed. PI built items turn into objects that can and are destroyed or consumed.

How many things in this game have the true longevity of a Data Interface? And this is the problem. The excessively low consumption rate of Data Interfaces (occassionally one get destroyed while the owner is moving to a new base of operations), combined with a steady inflow of blueprints and materials to make them pretty much guarantees a steady decline in value.

Without consumption, there is no reason to build new. Adding a new, near permanent item to the game will cause the same issue all over again. It will be great for about the first 4-6 months, then it will become ok for the next 6 months, then it will become a take-it-or-leave-it item for the next 6-12 months, and after that it will be near worthless. I would rather have something that is already in the game fixed for balance than add a new item. As for the folks worried about how much making Data interfaces decay will affect prices of T2 items: assuming an average price of 50mil for the Interface, a 1% decay of the Interface per invent task, and an average 50% success rate for invention, each blueprint will cost about an extra million to make. For a 10run module bpc, it will increase the cost of your average T2 module about 100k isk or so. That extra cost, provided you are savvy, will be passed on to your customers.
Jas Dor
Republic University
Minmatar Republic
#8 - 2012-02-15 19:10:58 UTC
Chon Waen wrote:
You seem to be missing the point: Data Interfaces rarely leave the game once built. Ships get blown up, decryptors and Datacores get used up, even RAMs slowly decay. Ice gets turned into fuel, and is then consumed. PI built items turn into objects that can and are destroyed or consumed.

How many things in this game have the true longevity of a Data Interface? And this is the problem. The excessively low consumption rate of Data Interfaces (occassionally one get destroyed while the owner is moving to a new base of operations), combined with a steady inflow of blueprints and materials to make them pretty much guarantees a steady decline in value.

Without consumption, there is no reason to build new. Adding a new, near permanent item to the game will cause the same issue all over again. It will be great for about the first 4-6 months, then it will become ok for the next 6 months, then it will become a take-it-or-leave-it item for the next 6-12 months, and after that it will be near worthless. I would rather have something that is already in the game fixed for balance than add a new item. As for the folks worried about how much making Data interfaces decay will affect prices of T2 items: assuming an average price of 50mil for the Interface, a 1% decay of the Interface per invent task, and an average 50% success rate for invention, each blueprint will cost about an extra million to make. For a 10run module bpc, it will increase the cost of your average T2 module about 100k isk or so. That extra cost, provided you are savvy, will be passed on to your customers.


You know T1 BPOs don't decay either, yet somehow most researched BPOs still sell for more than the NPC price.
Shoogie
Serious Pixels
#9 - 2012-02-15 21:19:21 UTC
Chon Waen wrote:
You seem to be missing the point: Data Interfaces rarely leave the game once built. Ships get blown up, decryptors and Datacores get used up, even RAMs slowly decay. Ice gets turned into fuel, and is then consumed. PI built items turn into objects that can and are destroyed or consumed.

How many things in this game have the true longevity of a Data Interface? And this is the problem. The excessively low consumption rate of Data Interfaces (occassionally one get destroyed while the owner is moving to a new base of operations), combined with a steady inflow of blueprints and materials to make them pretty much guarantees a steady decline in value.

Without consumption, there is no reason to build new. Adding a new, near permanent item to the game will cause the same issue all over again. It will be great for about the first 4-6 months, then it will become ok for the next 6 months, then it will become a take-it-or-leave-it item for the next 6-12 months, and after that it will be near worthless. I would rather have something that is already in the game fixed for balance than add a new item. As for the folks worried about how much making Data interfaces decay will affect prices of T2 items: assuming an average price of 50mil for the Interface, a 1% decay of the Interface per invent task, and an average 50% success rate for invention, each blueprint will cost about an extra million to make. For a 10run module bpc, it will increase the cost of your average T2 module about 100k isk or so. That extra cost, provided you are savvy, will be passed on to your customers.

When I saw "Even RAMs slowly decay" I could tell you have never been involved in T2 manufacturing. I go through hundreds of the stupid things every week. When one of my RAM stacks gets below 200, have Alt #3 build me another thousand. It is just one of the hassles of T2 production that doesn't add to the gameplay experience.

Highlight your last line. Yes, any additional costs I incurr would be passed on to my customers. Therefore, your proposal would add work for me, and additional complexity to an already convoluted T2 manufacturing process. This, for a net 0 profit for myself. Actually, I would expect my profits to go down. If there was 100k added to the cost of every T2 item, that makes meta 3 and meta 4 items more cost-competitive. More people choosing meta items means less demand for T2 items means lower profits. So you see why inventors knee-jerk reaction is "NO!"

Also, I don't think you have a grasp on the scale of your "tweak." I am a very small time inventor. I have a medium POS and four alts who invent and build things for me. They aren't even fully utilized because I don't have enough time to maximize their efficiency. Rather, I just log on for half an hour twice a day to get them to do something to pay my bills. At a 1% decay rate, I would be going through 3 or 4 data interfaces every week. That is just me.

With your numbers above: 1% decay rate, 50% success rate for a 10 run BPC, then one data interface would be required for every 500 T2 modules manufactured. I would like to see some numbers on how many T2 modules are manufactured from invented BPCs every week. Radar sites would need to provide approximately that many data interfaces every week, or the prices of these things will skyrocket. If there is a game-wide shortage of data interfaces, invention would completely stop. We would be back to the days of 20M isk Cap Recharger IIs and 500M isk Hulks.

So why take the chance of that happening? I understand having non-consumable items drop is a bad thing. Why not take the data interfaces out of invention completely? Stop them from dropping at all. Replace them in all the loot tables with something that is consumable and worth more. The ones that exist in game now become collector items like the limited edition giveaway shuttles. They gather dust in hangars and nobody thinks about them.

Wouldn't that make RADAR sites more profitable without the chance of breaking invention completely?
Scrapyard Bob
EVE University
Ivy League
#10 - 2012-02-16 02:11:02 UTC
(Farm your RAM needs out, you can't build more then about 360/wk per slot, they're dirt cheap, and younger folks on the ladder would love to double their ISK.)

There are probably better ways to buff Radar Sites then mucking with Data Interfaces.

Just to name a few:

- Drop the BPCs needed to make the faction towers.
- Drop limited run BPCs that allow you to construct implants.
- Drop BPCs that let you convert T1 salvage into T2 salvage.

Would I care whether data interfaces got consumed like RAM? Not really, as long as they were to increase the drop rate and/or lower the material requirements. It would just need to be one more thing to take into account.

As long as they don't add more then 5-8% onto the "invention" cost of the T2 item (i.e. the datacores being consumed), it wouldn't break the market. And a 5-8% increase in the "invention" cost would probably only translate into a 2-3% increase in the final product cost. Which means, if they do wear out like RAM, they would need to last for about 500 invention jobs at a minimum along with not costing more then 2 million ISK each.

(The currently difficulty of invention is why most T2 items have nice margins. Make T2 invention too easy, and those margins will end up looking like T1 margins. So I'm generally against ideas like "100 run BPCs" or being able to queue up a few dozen BPCs all at once.)