Showing posts with label 'Summer' 2014 release. Show all posts
Showing posts with label 'Summer' 2014 release. Show all posts

Monday, 21 July 2014

Crius : how to access your PI colonies

I had an 'eek' moment when I tried to access my PI on Sisi (the test server), and my previous shortcuts could not bring up my planets.  With Crius arriving 22 July 2014, some of you at least will likewise panic.


Fortunately, the new method is not far away.


Neocon-> Business -> Planetary Colonies

This brings up a new window (and yes this is a screen with dummy data from singularity - I don't mind you working out what system I am in, but I am not letting you know what planets I visit)


 

For those that like keyboard shortcuts, hit escape -> Shortcuts-> Window.  Choose Planetary Colonies and edit shortcut



Please remember to set a long skill queue for Tuesday's downtime.

Wednesday, 7 May 2014

Starbase Defense Management

Pos gunning is a powerful defense, providing you have the pilots trained and online. 

The problem is that one pilot can only control up to 5 of these very powerful guns, and that currently with roughly 52 days training.  Having been the defender in a siege; 1 POS gunner is not sufficient.  The prerequisite is currently Anchoring 5, a roughly 17 day train.  Horrible.

With the POS changes, this too shall pass.  Just in from the forums, CCP have announced that the pre-requsite will be changed to Anchoring 4; making an incredibly useful 3 POS gun pilot in just 4 days.

This means that Anchoring 5 will be only required for Mobile Large Warp Disruptor II's (worth it in null/wh space) and Outpost Construction (null only).  If you have Anchoring 5 and are purely high/lowsec, then you will have some wasted skill points.  Those that like to bash online POS will have their lives made a little harder.  Defenders of POS will be rejoicing.

If the only reason for you planning on Anchoring 5 between now and the new POS release is for POS defense, then you may wish to train to Anchoring 4 and wait.

For the Foo corps, starting with the expansion this gets implemented, Anchoring 4, Starbase Defense Management 3 will become a pre-requisite skill for joining our wormhole corporations, adding an extra 4 days to our minimum skill set queue.

I will update the requirements when the appropriate time occurs.

Tuesday, 6 May 2014

Summer 2014 expansion

Despite Sugar Kyle's glowing reference to my previous article on what CCP has said in relation to the upcoming expansion, I can't keep up.

The forums are full of mid grade speculation and a whole lot of "CCP look at me!!!".  I have participated in both of these activities.  If you have the time, read them, 'like' what you like, and even add your own 2 ISK of comments.

Due to the amount of posts from CCP for the expansion, and others relating to fanfest, add in some first life ragequit tears (nothing to do with Eve), I have not done the job of gathering all the CCP forum posts that I planned to.  I had hoped to read through the trash (some of that was me posting stuff saying CCP look at me), and give you CCP's comments.  I have failed.

The good news is that I don't need to do it all, and I can instead show you what I do.

Go to https://forums.eveonline.com/default.aspx?g=topics&f=247 - the Eve Information Portal

Find a topic that grabs your interest (eg Dev Blog: Fortune favors the bold )

Now click on Dev Posts. 
Put in the topic that interests you,
The forum is the Eve Information Portal (under Eve Information Center)
Ensure Badges of Dev, GM and CSM are all ticked

And search

Search setting for CCP posts, note RSS search in the top right


If you have a RSS reader (eg Feedly), or even Firefox does not do a bad job of reading raw CSS feeds, use the RSS feed link on the top right
Reading the RSS feed directly in Firefox
Posts and links that I find interesting for the upcoming summer 2014 expansion (For those on the northern hemisphere at least.  The real Eve players, who happen to be way down south will be experiencing winter snow when this is released)

Under the Eve Information Portal
Dev Blog; Fortune Favours the Bold
Dev Blog: Building better worlds
Dev blog: Researching, the future
Dev blog: The price of Change
Dev blog: Industry UI
Dev Blog: Team Up: Industry Work Teams
Dev Blog: Reprocess all the things!
Dev Blog: Giving Drones an Assist

Under Eve Technology and Research Center - Features & Ideas discussion, you probably want to bookmark anything with the [Summer 2014] tag


For recent CCP/CSM posts, ordered by newest to oldest:

Wednesday, 30 April 2014

Dev Blog: The price of change

We're hoping to broadly maintain the current balance of manufacturing between hisec, lowsec, nullsec and w-space with these changes.  Nullsec manufacture will receive additional buffs later. (Foo Comment - and others: Really?  What is that you are smoking?  Can I have some?)
This is post 2 of 2 today, the first one relating to the last dev post on research.  All of my blog posts relating to these changes can be found at 'Summer' 2014 release


We have a new formula to learn : Run cost = (price of output) * square root(fraction of global job hours) * (team cost) * (facility reduction) * (starbase reduction) * 0.99^(hours already run) * (FW reduction) * (outpost upgrade reduction)

CCP mockup image from the dev blog.  All numbers are placeholders


Base cost will be the same everywhere in a given system. (Foo note: Dont bother puting POS up in busy systems)

Price of output is based on killmail value (also used in bounty/fw payouts).

For the purpose of pricing jobs, blueprints will be assumed to be 2% of whatever they build (Foo: Huh?)

Fraction of job hours is a 28 day rolling average; Square root is to increase spread between busy and empty systems.

Team costs will modify this. TBA.  (Foo comment: I assume we will get some benefit out of this but no idea what yet)

Facility reduction NPC stations will have a range of multipliers between 0.95 and 0.98
Building things in Nonni will have a mulitpler of 0.48, halving this cost (Foo question: Why?)


Hours already run Multi runs get a small discount

FW reduction/ Outpost upgrade reduction: upgrades give a beneficial cost multiplier instead of a number of slots.

For each level of FW upgrade in a system, you'll get an additional 0.9x multiplier to job prices for manufacturing and industry, so level 5 gives a 0.59049x multiplier on top of everything else.
For each previously-slot-improving outpost research upgrade, you'll similarly get a 0.9x multiplier to research job prices.

 (Foo note: this looks like a better buff for FW at least)

Taxes : NPC stations have 10% tax.  Player structures might be able to have corp tax. (Foo note: without this tax, it will be hard to justify POS based manufacture corps.  Not impossible, just hard)


Wrap up: Worst system for manufacture is 15% in Saisio. Jita currently is 4%

https://forums.eveonline.com/default.aspx?g=posts&m=4526122#post4526122
The new job installation pricing system is fundamental and takes into consideration many things such as Factional Warfare bonus, discounts from having multiple stations in the system, discounts on multiple runs and more.

Please all read CCP Greyscale's latest blog The Price of Change!

Feedback, constructive discussions and comments are most welcome here. Please remember that this is a big step for Industry in New Eden and that your constructive feedback counts and can make a difference!

https://forums.eveonline.com/default.aspx?g=posts&m=4526203#post4526203
Greyscale, these numbers are fascinating! However many people may still fear nullsec will pay low costs while highsec me I'll be high everywhere! Can you post numbers on how many systems in highsec see no activity at all so as to demonstrate how much people may he able to find low cost operating locations? (Foo note: Thanks mynna for the leading question)

https://forums.eveonline.com/default.aspx?g=posts&m=4526356#post4526356
Q: I do not understand the pricing for research: What's the output price?
A: The "output price" where the output is a blueprint is treated as being 2% of the value of whatever the blueprint produces. It's buried in a paragraph halfway down, that probably could've been clearer.

Q: mynna's question on low cost systems
A: As it happens, I have those numbers to hand :)

In the snapshot the examples are based on, 38.9% of hisec systems have no activity at all.

We're almost certainly going to introduce a minimum activity "cap" so prices don't become 0, but it's looking like being somewhere around 0.0001% of global activity.

In this snapshot, 754 of the 1212 hisec systems have any activity at all, and will be floored at the minimum activity cap, another 7 hisec systems have a non-zero amount of activity that's still below the cap. Another 127 systems are below 1% of build cost, 179 are between 1% and 2%, 187 between 2% and 3%, 110 between 3% and 4%, 74 between 4% and 5%, leaving the remaining 70 above 5%.

Q: Those with offices have an advantage?
A: Some people will get lucky on offices; that's just the luck of the draw and we aren't planning on any "compensation" there. Generally though, the systems that are good for building after the change tended to be good for building before the change.

Q: Why use lowsec?
A: Low sec uses the same fee structure as hisec, yes. Well-positioned lowsec systems (eg near Jita) will, we expect, be less popular than nearby hisec systems, and thus cheaper. This doesn't require any special consideration.

Q: When I have 2 100 run BPC's will the overtime bonus be cumulative?
A: The over-time bonus is just per job; two separate BPCs require two separate jobs.

Q: Nullsec bonuses so small?  Trouble understanding the numbers (Foo note: so am I at first glance, but I will read and digest slowly)
A:  Just out of interest, why? AFAIK this is the first solid info we've given on how the pricing will work, the first time we've mentioned nullsec at all, and there's a paragraph right at the top saying "we're not trying to change the hisec/nullsec balance". Where's the assumption we were going to incentivize nullsec coming from?

A: We're probably revisiting the starbase numbers in the near future, which should alleviate at least some of this concern I hope.

Q: For research upgrades: do both invention and research slots get pooled (so 1x research slot upgrade 1x invention slot upgrade = .81 modifier for both types of jobs) or is it individual (1x and 1x means .9 modifier for both)?
A:  Yes, they should be pooled, as we're only tracking a single research multiplier.

Q: So the taxes introduced for jobs, are they affected by the skills based around tax reductions?
A: Probably not in the initial release, we might revisit this though.

A:  Starbases are either immune to, or have owner-set, taxes, so that's 10% reduced job installation cost right off the bat.

We are looking at various bonuses to starbase structures to give them some oomph.

We are looking at the Hyasyoda lab to make sure it's still useful.

We would *like* to have bonuses for having multiple labs/assembly arrays at the same tower, but it may not be feasible immediately due to the somewhat arcane state of the starbase code.

Q: Will system modifiers be available as universe map overlays?
A: We're working on good solutions for conveying this sort of information, yes :)

Q:  Are you guys planning to add factory services to every station if the idea is to be able to "spread" the manufacturing load across the cluster?
A:  Not immediately, no, although if we find it's a balance problem we may change this.

Q:  NPC tax is 10%, but of what?
A: It's a 1.1x multiplier at the end of the formula, so 10% of the job fees.


https://forums.eveonline.com/default.aspx?g=posts&m=4526388#post4526388
A:  We're scaling higher levels of ME/TE research based on how much longer they take than level 1 (linear relationship). High levels on high-rank blueprints may cost *large* amounts of money, and you may want to shop around extensively before committing one of those.

https://forums.eveonline.com/default.aspx?g=posts&m=4526400#post4526400
Q: Related question: how is this formula resolving the market value of rarely sold (e.g. components) items and never sold (supercaps)? Is it using market prices or is it doing a sort of 'base cost' off the minerals?
A: It will likely be per-run, so a 50-run copy becomes 100%, yes. Research costs scale at higher levels though, so it probably swings back a bit there.

Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that.

https://forums.eveonline.com/default.aspx?g=posts&m=4526811#post4526811
It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect.


https://forums.eveonline.com/default.aspx?g=posts&m=4526518#post4526518
You will be able to compare "relative" cost of each industry facility in the region. Have a look here:

http://cdn1.eveonline.com/www/newssystem/media/66065/1/Installations_Tab2.png

https://forums.eveonline.com/default.aspx?g=posts&m=4526527#post4526527
Q:  Could you elaborate more about the ME skill change?
A: We've not 100% pinned this down yet, it's on my to-do list :)

A: Every station gives some level of discount.

I'll have a look at invention BPC costs

I believe the existing speed multipliers for starbase structures are still in place, Ytterbium is looking at them atm.

A: All stations get the cost bonuses from all stations in the system, it's not a per-station thing.

A: The full 5% bonus is a *lot* of money, and in any case is somewhat overshadowed currently by the Minmatar reprocessing bonus. We're not super-concerned about the balance here just yet.

I'll see what can be done about the standings.

I believe industry implants should still work, yes.

A: Jita would hit 10% of build cost aaaat... somewhere around 2% of global activity. It's at 0.39% in the snapshot I have. 5x increase in job hours would do it. 15% is around 5%, 20% is at 8%.

A: WORKFORCE COSTS, ie job installation costs, are paid at starbases. This is not a "tax", it's the cost of labor, which goes up in busy systems as you'd expect.

TAXES, the additional 1.1x multiplier to your workforce costs, are not paid at starbases.

https://forums.eveonline.com/default.aspx?g=posts&m=4526636#post4526636
A: We don't have major concerns in going beyond "perfect" ME any more, provided we don't end up giving more than 50% discount and taking it below the reprocessing cap. So, yes, you can get "super-perfect" production with this system.

https://forums.eveonline.com/default.aspx?g=posts&m=4526528#post4526528
Q: Currently outpost owners have the ability to restrict some or all of the slots to ensure they're open for corp projects.
A: We are still looking at this actually, but yes there will be the ability to set some restrictions per facility instead of per assembly line which you used to do.

Q: some items are not being priced properly
A: It should be noted that we don't desperately care whether the numbers are "accurate", so long as they're a) the right order of magnitude and b) not easy to manipulate up and down by large amounts. So long as they stay consistent, everyone building that product has the same base cost so there's a level playing field.

A: We were originally looking at a volume-based system, but IIRC we decided there were too many weird relationships for it to really make sense.

https://forums.eveonline.com/default.aspx?g=posts&m=4526811#post4526811
It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect.


As with all these posts, I point to the all the dev items.  For this one, https://forums.eveonline.com/default.aspx?g=search&topic=Dev+blog%3a+The+Price+of+Change&forumID=247&devbadge=1&gmbadge=1&csmbadge=1

Tuesday, 29 April 2014

Dev Blogs: Research


TLDR;
  • A change to the way Production Efficiency research works; now in 10 steps, with ever increasing times per step.  
  • There will be some 'refund' of PE time (similar to a training queue bonus)
  • A change of name from Production Efficiency to Material Efficiency (maybe; some comments suggest rethinking this)
  • No more Extra materials
  • The existing Material Efficiency skill is being re-purposed (TBA)
  • Some tweaks in numbers.  (To make unresearched BPO's more expensive to build from but we get that back with researched BPO's?)
  • An easier to explain ME process (but retaining the very long time for perfect rule.)
  • No blueprint will be harmed by this process - well apart from time efficiency nerf on fuel block BP's.  This means that some less researched BP's will have 'caught up' to your perfectly researched BP's.
http://community.eveonline.com/news/dev-blogs/researching-the-future/

This is post 1 of 2 today.  I will come back to this post and others in a day or two to chase up on the latest dev posts.


https://forums.eveonline.com/default.aspx?g=posts&m=4522105#post4522105
With Summer 2014 we are introducing major changes to Industry in EVE Online; this includes blueprints and research.

The maybe biggest change is the introduction of a ten-step system to blueprint research and a cap of maximum 10 research steps at both material and time research. Of course currently research blueprints will be transitioned accordingly. Additionally the base copy time of blueprints will be the same as the base manufacturing time.

Read all about these exciting improvement and changes in CCP Greyscale's latest blog Researching, the Future!

We most welcome your constructive feedback.

https://forums.eveonline.com/default.aspx?g=posts&m=4522597#post4522597
Q: Research in progress will be likewise converted
A: Yes

Q: Adjusting the maximum number of runs on Cap Component BPC's
A: Yes

Q: Researching a battleship to max ME will take 180d
A: Yes (feedback sought)

Q: Already Perfect BP's (eg small rigs);  Research wont do anything for these?
A: Essentially, yes. Where there's no saving to be had even at 10% reduction, the research doesn't do anything. There's no obvious solution to this, other than capping max level on a per-blueprint level, which probably causes more problems than it solves.

Q: Regarding the maxruns, please do NOT change the current effective limits on BPOs. Currently we can install unlimited number of jobs from maxrun BPOs as far as it fits into 30d
A: Can you explain more clearly what a bad change would be here? I think I understand the situation you're describing but I'm not sure what the thing you're worried about is. Would kicking the maxruns number up be a bad thing?

Q: ... If  I have a BP that is currently perfect at ME4, will I need to re-research it?
A: If it's perfect currently, it'll be perfect after the change without further research. ME4 currently gives you an 8% waste reduction, so it'll be converted to ME 8% in the new system. If it was effectively perfect at ME4 before, it'll be effectively perfect at ME 8% after.

Am I explaining this clearly enough?

A: confirming
Current ME2 = future ME 6%
Current ME3 = future ME 7%
Current ME4 = future ME 8%

A: Yes, starbase modules should now be researchable as we're getting rid of extra materials
We're working out a solution for research jobs in progress right now, with the same broad goals as other blueprints, ie everything you have in research should end up as good or better after the change.

Q: Can BPC's be sold directly on market?
A: Unfortunately no, we aren't quite at that point yet. We'd have to have a separate DB type for every combination of ME and TE research, which proliferates our blueprint count rather badly (ie 100x more blueprints).

A: We're not planning on letting any BPCs be researched right now, and we don't have a concrete plan in place regarding the future of T2 BPOs right now.

A: I'd have to make a public-ready spreadsheet for this, and honestly it's probably easier for you to do it yourselves :) Take the current ME research time in seconds, divide by 6000, and that's the rank for that blueprint.

A: Right, because we don't know what you'd want - which is why we're asking! We could just come up with something and say "this is what we're doing", but without having a clear understanding of what people like you would actually find fair compensation for long-researched blueprints we'd just be stabbing in the dark.

https://forums.eveonline.com/default.aspx?g=posts&m=4522633#post4522633
Plans if invent-to-sell expands: nothing concrete, it would depend on what exactly happened, where things settled and how much of a problem we felt it was. The potential problem with this outcome is that the invention market crashes - the concern isn't that players are smart, it's worry that they might be opposite ;)

We're very un-keen on making any blueprints worse as a result of this change, that feels far more painful than "wasted time" and a better blueprint.

Time credit is something we could investigate, although it potentially requires a lot of work to allow you to cash it in.

https://forums.eveonline.com/default.aspx?g=posts&m=4522650#post4522650
... The stations that do have copy facilities will no longer be capped. Yes you may need to do some flying around.

https://forums.eveonline.com/default.aspx?g=posts&m=4522677#post4522677
Blueprint stats are easy to adjust. You want longer max runs on T1 rigs?

(Regarding internal spreadsheet)
I have one but it's a bit of a mess as it's got all kinds of misc math scattered all over it :/ With the info in the data dump it's pretty easy to calculate it though, I'm sure someone will be along shortly with a complete reference.

(Can someone be along shortly with a complete reference?)

Q ... it's only module bpos that are used in invention where you have to be careful about increasing max run size
A: Yeah ok, gotcha. We'll keep an eye on this.

https://forums.eveonline.com/default.aspx?g=posts&m=4522740#post4522740
Q: T2 BPO are OP. Nerf T2 BPO. The world is ending (Foo's comment : I may have paraphrased more than normal; and no I dont own T2 BPO's)
A:  It's a 6.25% throughput increase on the BPO, assuming you were building from BPOs rather than copies before (ie, you're not insane). It makes slightly more profit per hour but doesn't change the profit per unit at all. It doesn't seem like it's obviously going to kill off invention as a result.

https://forums.eveonline.com/default.aspx?g=posts&m=4525876#post4525876
Problems with this:
- If the table you're suggesting is the old->new translation, a bunch of people get screwed because their blueprints just got way worse (ME5 currently gives a 5% reduction)
- Without changing the base build costs at all, this means a 10% reduction in all build costs because we're no longer using waste
- If we do change the base build costs to current base+waste, all build costs decrease by 1% at max ME; not a huge issue but it's changing the balance math

The reason the changeover is complex is because the current system is complex, and we need to jump through a bunch of hoops to force it into a simpler system without messing with the balance too much.

https://forums.eveonline.com/default.aspx?g=posts&m=4526576#post4526576
I thiiiiiink that jobs lasting more than 30 days are fine provided they're single-run. Certainly that works for manufacturing, otherwise it'd be impossible to build titans already. In any case, we're going to make sure that long single-run jobs work fine :)

As to people with ME10 Titan BPOs, that's ~4 years of research time under the current system. I'll go check if any exist, but I doubt it.

All dev/csm/gm posts on this
https://forums.eveonline.com/default.aspx?g=search&topic=Dev+blog%3a+Researching%2c+the+Future&devbadge=1&gmbadge=1&csmbadge=1

Dev Blog : industry UI

http://community.eveonline.com/news/dev-blogs/industry-ui/

TLDR:
  • Less unneccessary clicking
  • No batching of jobs (yet)
  • Prettier UI.
  • POS based industry will still will need everything in the arrays, but can be in containers.
Edit: Gah, I had plans to put some polish on this, but info is coming out too quick.  A good problem to have.

I have some plans about testing this as an interested group as soon as it hits SISI.  Some of the manufacturers who have blogged about these changes already know me.  Some will  be reading this blog for the first time.  Regardless, we should test as a group on SISI to test the boundaries of what happens when too many pilots share a station/POS.  If you are interested, leave a comment or evemail Dotoo Foo.

Blue posts from first 7 pages.  I will create a new post soon once the thread has settled down.  For those of us that care, add your comments to the forum posts now.

https://forums.eveonline.com/default.aspx?g=posts&m=4521505#post4521505

Due to the enormous amount of improvements and changes we are preparing, we release a series of blogs instead of one massive crazy huge blog.

More information will be published in the next blogs before Fanfest.

https://forums.eveonline.com/default.aspx?g=posts&m=4521518#post4521518

The idea is that the system will remember all settings for a blueprint, so if you set up 1 Scorch M BPC, all subsequent blueprints of this type will default to the last submitted job settings.

So you set up the first blueprint, then just hit submit on the subsequent BPCs because everything is set to go.

https://forums.eveonline.com/default.aspx?g=posts&m=4521549#post4521549

The plan is to have this on Singularity in the week following Fanfest.

https://forums.eveonline.com/default.aspx?g=posts&m=4521612#post4521612

To elaborate a bit on the core thoughts around the UX of this window, all interactions will be very to the point and within this one window, there are no extra windows or confirmation steps. You visualize, modify, start and deliver jobs all within this same window.

Also everything will have tooltips if you need additional clarification or information about any element in the UI.

https://forums.eveonline.com/default.aspx?g=posts&m=4521649#post4521649
The essential information will be there at all times, but things that are only needed as an additional clarification will be in a tooltip.

Give us specific examples about what information should be displayed at all times that you feel is missing.

https://forums.eveonline.com/default.aspx?g=posts&m=4521731#post4521731

We will have to nail down the details once it goes to Singularity. The idea however is that, it remembers the settings based on the last submitted job. If you are submitting a BPC of the same type with less runs, then it goes to the max number of runs based on availability of materials.

If you try and submit a BPC with more runs it should go to the max runs dependent on the materials available.

https://forums.eveonline.com/default.aspx?g=posts&m=4521786#post4521786

A Task Model is the first step of brainstorming where we start very broad term and then scope things down. This Task Model was done to allow us to explore high level concepts which we have since then iterated on quite heavily. It's there to show our methods rather than give an accurate idea of what's coming.

https://forums.eveonline.com/default.aspx?g=posts&m=4521897#post4521897

If you mean the cost bar on the Installations tab, then that is providing an average relative price between the different facilities but as you will find out in a later blog the exact cost for installing jobs is going to vary based on both the activity and the blueprint being used.

https://forums.eveonline.com/default.aspx?g=posts&m=4521898#post4521898
Q: Timeline for more information
A: This week.

https://forums.eveonline.com/default.aspx?g=posts&m=4521925#post4521925

Just to elaborate on a few things, here is a section from the blog that judging from the feedback needs to be clarified more to the point:

Interactions should be efficient and meaningful

Any interaction in the Industry UI should be a gameplay-related decision done by the player instead of the player farming through confirmation windows and checkboxes. We wanted to strip out any unnecessary interaction unless it had specific purpose for the task at hand, whether that is changing actual input materials or output destination or simply adding more runs to a job. We added multiple ways to efficiently add count on runs (using keyboard shortcuts or direct manipulation on a value slider around the selected blueprint). Speed was another important factor and players will be able to start jobs super quickly and get instant updates on values when tinkering with job runs.

The TL;DR of this section is:


    The system will be smart, it will auto apply all needed materials when you on click a blueprint (you don't have to drag).
    The system will automatically go to the max runs supported by the blueprint if you have enough requirements, or go up to the amount it can handle with the requirements you have.
    Speed was one of our BIG goals, this is much much much faster than before.
    The system persists any settings so if you click another blueprint, it goes to the same settings as the one before it.
    You will be able to re-submit past jobs with a single click.

https://forums.eveonline.com/default.aspx?g=posts&m=4521932#post4521932

Yes, you will be able to build using materials and blueprints inside containers in a POS or in a station. The materials and the blueprint however must be in the correct assembly array.    (Foo note: sigh; there goes my dreams of PHA based POS research)

Q: Allowing POS based users to filter region wide station installations
A: Good point, we'll see about adding it again. A lot of the filter options are completely open for debate.


Q: remembering what division are being used.
A: It will remember between sessions.

https://forums.eveonline.com/default.aspx?g=posts&m=4521935#post4521935

Q: "You will be able to re-submit past jobs with a single click. "  How far back does this extend?
We're hoping to have a 3 month history, we still need to do some performance testing on this.

https://forums.eveonline.com/default.aspx?g=posts&m=4522016#post4522016

Q: Who gets the notification about completed corporate jobs?  Is it possible to disable this notification?
A: People who have access to deliver it, and yes disabling them will be possible however the notification feature will be coming in a point release later.

https://forums.eveonline.com/default.aspx?g=posts&m=4522025#post4522025

We have been playing around with the idea of batch installing jobs, however the speed of submitting new jobs or resubmitting old ones may mean we just don't need the added complexity that batching creates. When this hits SiSi we'll be looking for feedback on exactly this.

https://forums.eveonline.com/default.aspx?g=posts&m=4522034#post4522034
Question regarding UI lag.

This depends a little bit on your internet connection, swapping activity or blueprint will require a remote call in the background, however you no longer need to click a fetch quote button and we are optimizing this checking as much as possible to keep the interface snappy. A lot of the validation is now performed client side to help achieve this.


https://forums.eveonline.com/default.aspx?g=posts&m=4522059#post4522059
Q: Will it treat the pos as one big storage?
A: This requires a POS rework and so no this will not happen for the summer release, but we agree that would be preferable.  (Foo note; ARRRRGGGG!!!!!!!!!, sob sob, sigh.  I understand but .... I need cheese for my whine)


https://forums.eveonline.com/default.aspx?g=posts&m=4522195#post4522195
This has not changed from before, you need to have your materials in the assembly array already.

However I have poked CCP Ytterbium about whether we could increase their capacity anyway and he is going to take a look. However we can't make any promises on this.

https://forums.eveonline.com/default.aspx?g=posts&m=4522210#post4522210

Comment: Include text labels for all materials, please. Remember how you had to go back on the pretty but nondescript weapon icons? Same goes here. Immediate recognition > pretty graphics.

Good point, we had a discussion about this today and are brainstorming some ideas to get a quick spreadsheets style shopping list.

https://forums.eveonline.com/default.aspx?g=posts&m=4522217#post4522217
If you double click a blueprint it will open in the new Industry UI, after which you can pick the activity to perform. It will display which activities are available for this blueprint and which are not.

https://forums.eveonline.com/default.aspx?g=posts&m=4522232#post4522232
Comment: ... could you also brainstorm some ideas to get an “export to CSV” button in there?


Yeah we are discussing this, or a copy to clipboard + paste in excel option for example.

https://forums.eveonline.com/default.aspx?g=posts&m=4522522#post4522522

Yes you can manufacture from a container provided all of your materials are in that container.

https://forums.eveonline.com/default.aspx?g=posts&m=4522544#post4522544
For now you will need 10 quick clicks, the interface can be used with the keyboard now so click down arrow, and then enter to submit. Down and submit. etc

https://forums.eveonline.com/default.aspx?g=posts&m=4522595#post4522595
Comment: So, we have to create high sec alt corps for protect our BPOs, then produce copies and ship them to null sec.... just becasue CCP didn't what to add a "pick location" to the new UI screen.
A: That's not why, but it is a nice side effect. (Foo comment : hear hear)

https://forums.eveonline.com/default.aspx?g=posts&m=4523038#post4523038
The plan is to move the estimated input cost into a tooltip.

We felt having multiple ISK values on the screen ran the risk of people accidentally assuming it was a cost that needed to be paid.

https://forums.eveonline.com/default.aspx?g=posts&m=4523367#post4523367
We have some designs for how a batch system would work but it does add more complexity to the UI in order to explain what a batch is and whether or not you can submit it / how much it costs etc. We are going to see how efficient the UI can be without it and then re-assess if it is worth trying to add some additional helpers in for mass producers.

If the difference is 10 seconds vs 3 seconds to fill your characters quota of industry jobs though then I'm not as worried about the time it takes. It is still a significant improvement over the current UI.

This is not the last discussion we will have about this feature request though.

https://forums.eveonline.com/default.aspx?g=posts&m=4524077#post4524077
Thank you, we will make sure to spend more time on having accurate information in the content within our mockups in the future. This mockup was mainly used to define layout and show what UI elements are different between Reverse Engineering and other activities. The client screenshots had more accurate content in them. (Foo Comment : I read this as "too much qq, so next time less information, and more slowly")

https://forums.eveonline.com/default.aspx?g=posts&m=4525977#post4525977
Thank you all for your feedback, I am collecting everything into a list which the team will look at and give input on regarding solutions and iterations. I will report back with the results but it might have to be after Fanfest though.  (Foo Comment : So long, thanks for all the fish; I've had a gutful already)

For all up to date info:
https://forums.eveonline.com/default.aspx?g=search&topic=Dev+blog%3a+Industry+UI&forumID=247&devbadge=1&gmbadge=1&csmbadge=1

Tuesday, 22 April 2014

Building Better Worlds - some thoughts.

This is a speculative post, based on insufficient information.  As such it should be short, but it isn't.

The shakeup.

Industry is getting a very big shakeup.
  1. Any industry feature must have an actual gameplay attached to it in order to exist
  2. Any industry feature must be balanced around our risk versus reward philosophy
  3. Any industry feature must be easily understandable and visible to our player base
We have already had a post about:
Industry slots are going to be removed, replaced with a sliding cost scale (between 0% and 14% of the base item cost) depending on how busy the station is.

There will be simplified rules; removing extra material and damage per job.

We have been offered a hint of upcoming changes "... we have not mentioned invention or reverse engineering. That is because we could not schedule them for summer and as such are pushed to be done next in line ..."

Some POS changes

  • Allow Starbases to be anchored (almost) anywhere in high-security space and without standing requirement.
  • To use a BP in a POS, the BP must be in that POS, just like any other material
  • Players will still be able to start their jobs remotely (via relevant skills).
  • Improved Mobile Laboratories and Assembly Arrays to compensate for such risk, numbers TBA.
  • Reduced copy time on all blueprints, Will now be less time consuming than manufacturing something out of it.

We will be getting posts about:

  • Industry UI
  • Research
  • Job cost scaling
  • Teams

Our experience and hopes with POS.


Historically, we ran highsec POS for primarily for research slots, but also manufacture on the side.  We are not doing that at the moment because most of our pilots are either wormhole based or in faction warfare.

However, one of our pilots used to make a lot of T2 items in our POS, due to the faster manufacturing time.  If I recall correctly, he was using the Component Assembly Array, to have his manufacturing done in 3/4 of the NPC station time.

This POS based manufacture was profitable for our manufacturer, even after the fuel costs were taken into account.


I expect that a lot of POS being put up for compression.  However the compression time will be instant, so this will leave highsec POS idle most of the time.

Also we have been told that Mobile Labs and Assembly Arrays will be improved to compensate for this risk.  We should be able to use BPC's more and BPO's less.

All the above mean that I see more POS based manufacturing.  This in turn means that visibly busy highsec POS may become the target for wardecs.  Ensure your POS has anchored defences that will be needed at some stage.  Put aside the ISK required for mercenary defence.

As a POS based wormhole corp, these changes may be a significant buff to our play style.

It is my prayer that CCP have started to touch sufficiently on POS code to allow this that some of the other things we need will also come.  I decline to get too hopeful.

Mining, and it's impact on manufacturing.


I see the majority of mining remaining in highsec; there is simply too much AFK mining that is currently done in highsec, with a volume that I don't see occurring in any other space. 

Compression seems to have been nerfed about 25%.  The costs involved in skilling up all those jump freighters to move the existsing demand let alone the new demand from manufacturing in null should, in the short term at least, limit the amount of manufacturing being moved to null.

CSM comments

The CSM are closer to the CCP decision makers than the rest of us.  That is their role. If you want different opinions on the CSM, you should be more involved.

Ripard Teg is of the opinion that we will be moving our manufacturers into null sec renter corps. "low-sec capital producers are particularly annoyed".

Ali Aris said  The new industry system looks great"

Trebour Daehdoow also approves.

Summary (or TLDR)

I expect that clever manufacturers will come up with alternatives. A lot will be in nullsec.  Others will be in POS.

Those manufacturers that are a little tired will leave manufacturing or possibly even Eve itself.  New manufacturers will take their place.

Pos fuel, and probably most manufactured goods will have a price spike, until miners and manufactures adjust to fill the gaps.

References

I have trawled my way through the 70+ pages forum comments so you don't have to.

Instant compression was from http://community.eveonline.com/news/dev-blogs/reprocess-all-the-things/ search for "The stats for the Compression Array are below"

Improved POS slots was from http://community.eveonline.com/news/dev-blogs/building-better-worlds/, search for "Improve Mobile Laboratories and Assembly Arrays".

An overview of dev answers to common questions  https://forums.eveonline.com/default.aspx?g=posts&t=337246 

Individual CCP responses - some of which will be duplicates of above.

https://forums.eveonline.com/default.aspx?g=posts&m=4474431#post4474431
  • Allowing people to lock blueprints down in Starbases with current vote / lock mechanics would not be a good idea, so it won't be possible for now.
https://forums.eveonline.com/default.aspx?g=posts&m=4474637#post4474637
  • On even more abandoned (or place holding) POS "Yeah, that's a good point, we'll note that one down."
https://forums.eveonline.com/default.aspx?g=posts&m=4474654#post4474654
  • On reducing the copy time for T2 BPO's. "That's the current plan, yes." 
https://forums.eveonline.com/default.aspx?g=posts&m=4474563#post4474563
  • The idea is that there is a more dynamic spread of players invested in Industry which should lead to a more interesting and dynamic landscape.
  • Question: Can the same thing be done to trading in general with regard to sales taxes and broker fees?
    Answer : Sales tax and broker fees are a completely separate system, not something within scope of these changes though certainly an interesting idea.
https://forums.eveonline.com/default.aspx?g=posts&m=4474674#post4474674
  • Yes the new blueprint browser will show you all blueprints in stations or assembly arrays etc.
https://forums.eveonline.com/default.aspx?g=posts&m=4474681#post4474681
  • You will be able to see all your blueprints in assembly arrays etc and remotely start jobs from containers, so that should cover your use case.
  • There is also a nice search / filter interface, you will get some time on SiSi to give us feedback on how this works before we go live too.
https://forums.eveonline.com/default.aspx?g=posts&m=4474708#post4474708

  • The cost scaling will affect all build/research locations, including conquerable stations and outposts. All slot limitations are being removed everywhere in EVE, and locations that formerly had slot bonuses will receive other bonuses instead. More info on that will be in future blogs.
  • (Conquerable?) Station owners will be able to set part of the cost of running jobs (in the form of taxes), but other parts of the cost will be out of the owner's control. Costs will not ever be able to be set to zero. Again, more info on this will be available in the upcoming blogs.

https://forums.eveonline.com/default.aspx?g=posts&m=4474760#post4474760
  • The taxes go to the corp that owns the station, the scaling costs (more info will be coming in a future blog) are sunk out of the game.
https://forums.eveonline.com/default.aspx?g=posts&m=4474768#post4474768
  • Question: The industry outpost upgrades to null sec outposts (particularly, the Amarr ones) primarily focus on the increase of industry slots. With the removal of slot limitation, will you be altering the bonuses involved with these outpost upgrades?
    Answer: Yes
https://forums.eveonline.com/default.aspx?g=posts&m=4474802#post4474802
  • We're not removing the ability to lock down blueprints in your station. You can still lock down as before and build, research and copy using the infinite slots in the station. (Foo note : i.e. not POS)
https://forums.eveonline.com/default.aspx?g=posts&m=4474862#post4474862
  • You will be able to anchor towers in any system in hi sec, except systems that are restricted, like rookie systems and trade hubs like Jita. This is the same restricted list as the one that applies to POCOs for instance.
https://forums.eveonline.com/default.aspx?g=posts&m=4474875#post4474875
  • ... The UI is going to reduce the number of clicks required to both install and preview/adjust a job to almost none. Our goal was driven by the idea that we want both batch and single blueprint job installation to be painless but fun. I don't want to spoil the next few blogs so I will leave it at that.
  • As to the cost scaling based on activity in a system, I will simply say that you should notice the impact on cost of working in a busy system, but the (future) blog should go into all the detail you need.
https://forums.eveonline.com/default.aspx?g=posts&m=4475105#post4475105
  • Question: How big will the RAMs be given they are 100x more required per bpc
    Answer:  We'll have a look at volumes and keep you posted if we do any change.
  • Regarding existing RAM / RDB, yes, they'll be multiplied by 100.
https://forums.eveonline.com/default.aspx?g=posts&m=4475163#post4475163
  • You will be able to get a quote from a station you are not at, with a blueprint you don't even own.
https://forums.eveonline.com/default.aspx?g=posts&m=4475199#post4475199
  • We talk a lot about good and bad complexity within the team. A fair portion of the industry changes are pretty clear examples of removing bad complexity, while still keeping the interesting problems for players to solve.
  • Some of the changes are also centered around cleaning up years of legacy code, freeing us up to better iterate on the feature and do more sexy looking UI 
https://forums.eveonline.com/default.aspx?g=posts&m=4475330#post4475330

  • You will also get a list of locations you can install the job in the region with a way to compare their relative pricing.
https://forums.eveonline.com/default.aspx?g=posts&m=4476028#post4476028
  • POS still need to be anchored at moons.
https://forums.eveonline.com/default.aspx?g=posts&m=4476036#post4476036

  • You will be able to install (POS?) invention jobs remotely.
https://forums.eveonline.com/default.aspx?g=posts&m=4478892#post4478892
  • Question regarding BPO's based jobs in progress when the release goes live.
    Answer: The issue regarding how to migrate blueprints using starbase when the expansion hits has been noted. We'll update this thread when we have more information about this.
https://forums.eveonline.com/default.aspx?g=posts&m=4479060#post4479060
  • All extra materials are turned into regular materials, that will indeed be now affected by skills and waste. Except for Tech I ships and items, as such:
    • You should never see a Paladin require 2 Apocalypses to build
    • You should never see a Large shield Extender II require 0.75 Large Shield Extender I to build

https://forums.eveonline.com/default.aspx?g=posts&m=4479068#post4479068
  • Starbases will have reduced tax cost next to NPC station, and mobile labs / assembly array will have more efficient ME / PE lines.

All Dev, GM and CSM comments on this post can be found at https://forums.eveonline.com/default.aspx?g=search&topic=Building+better+Worlds&devbadge=1&gmbadge=1&csmbadge=1