Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
SirStamford Raffles
|
Posted - 2010.01.19 14:49:00 -
[1]
Taken a break from hulk invention for a number of reasons but now have come back to it post patch and i`m hoping i`m missing something!
I see that component numbers have changed (balancing moon mats etc) and 2 of the components now need BIG numbers, 3000 for cryst carb plates and photon microproc. I see they have reduced times for crys to 15 secs (researched) and 45 secs for photo.... why 45?? Now it takes one char 1 slot in a pos component manufacturing array 1day 6hrs 28mins to build enough for one hulk! It used to be fusion reactors was limiter with 5 hulks worth a day per slot! So now my production has been reduced by a factor of more than 5!
Is this just the way it is? Do i now need even more chars to make any decent profit out of invention?
|
Narfas Deteis
|
Posted - 2010.01.19 15:00:00 -
[2]
Originally by: SirStamford Raffles
[cut] Do i now need even more chars to make any decent profit out of invention?
Of course not. You can increase price.
|
SirStamford Raffles
|
Posted - 2010.01.19 15:05:00 -
[3]
i wont post an answer to every comment but yes obviously i could but sadly alot of people wont :)
|
ishi ryu
Minmatar Lowa Inc
|
Posted - 2010.01.19 16:38:00 -
[4]
Originally by: SirStamford Raffles Now it takes one char 1 slot in a pos component manufacturing array 1day 6hrs 28mins to build enough for one hulk! It used to be fusion reactors was limiter with 5 hulks worth a day per slot! So now my production has been reduced by a factor of more than 5!
So it takes 1 char 5 slots to do it in just over 6 hours, still leaves those slots open for just under 18 hours a day . Nothing a bit of good old decent planning and a few extra blueprints cant solve. Just like fusions in past days really...
if you are a dedicated hulk builder that shouldn't be a problem really. If it is worth it or not to tie up slots in that manner i'm not discussing
|
Lord Fitz
Project Amargosa
|
Posted - 2010.01.20 15:49:00 -
[5]
The more time it takes to build something, the more profitable it is to build. If they could be instantly built, they wouldn't be worth anything more than the components it took to build them. This is as such an excellent thing. However across the board they do not take much more time to build, you just need to buy multiple blueprints of some and you can spin out many many hulks per day. Not days per hulk.
|
SirStamford Raffles
|
Posted - 2010.01.21 01:18:00 -
[6]
Just to be clear as people seem to not read what i have written,
yes this is like fusion reactors from before EXCEPT as i put in orig post the old limiter per slot = 5 hulks worth per day whereas new limiter 0.8 hulks worth per day per slot.... smidge of a difference!
Many many hulks per day? Now one char with 10 slots can build enough crys carb plates for 6.5 hulks (19200) per day and thats with 10 bpos, That means one char is needed with all his slots to keep one char building hulks constantly.... oh wait no its not as what about all the other components and the covetors u need. theres another char needed. Profit on hulk at the moment ranges around 20-25mill after invention and build costs. With a build time of 2 days 5 hrs thats about 200mill profit every 2 days which may sound good ok but u`ve just used 3 chars to get that (some with some time consuming and expensive skills) and all the hassle of pos management plus risk of inventing, sourcing all the mats and then selling them on the market..... hmm once again ccp have decided that high sec mission running is the way they want us all to play.
Invention has long been pretty crap isk compared to investment and skills and chars but this just makes it a joke.
|
Breaker77
Gallente Reclamation Industries
|
Posted - 2010.01.21 01:24:00 -
[7]
Originally by: SirStamford Raffles Invention has long been pretty crap isk compared to investment and skills and chars but this just makes it a joke.
Yes it has, please stop inventing and leave it to the people that know what they are doing.
|
Lord Fitz
Project Amargosa
|
Posted - 2010.01.21 06:52:00 -
[8]
Originally by: SirStamford Raffles Many many hulks per day? Now one char with 10 slots can build enough crys carb plates for 6.5 hulks (19200) per day and thats with 10 bpos, That means one char is needed with all his slots to keep one char building hulks constantly.... oh wait no its not as what about all the other components and the covetors u need. theres another char needed.
If the components take too long to build, buy them. If they are too expensive, forget the hulk part, just sell the components.
The profitability is solely and ENTIRELY determined by players. If there isn't enough profit in it, people stop doing it, and the profit increases. If people see that there is good profit, more people do it, and the profit decreases. If people think the profit isn't worth it, and rather than change to doing something else, just whinge about it while continuing to work for less profit than it is 'worth' the profit will never increase because of those people.
Remember the amount of profit you can make inventing or building is exactly the least amount someone else is willing to accept. You only need to make a little over 10,000 isk/hr per slot to pay for an account, any extra is pure profit regardless of how many slots it takes.
|
ProfessorLonghair
|
Posted - 2010.01.21 13:36:00 -
[9]
If you checked hulk prices, you'll notice that they've also become "BIG numbers". 180-200 mil for each hulk.
|
Dr Caymus
Gallente Applied Technologies Inc Agents of Fortune
|
Posted - 2010.01.22 05:08:00 -
[10]
Well... things are pretty much as they should be, and Hulk production has certainly required some process reengineering. I applaud the manufacturing changes that have been implemented. Adapting to the changes has been a rewarding and highly agreeable experience.
Mission running is indeed very well-suited to the solo player.
Running a high-volume Hulk manufacturing operation is best left to a corporation with at least 6 to 8 highly skilled industrialists dedicated to Hulk manufacture, plus a newtork of strategic partners for outsourcing key material requirements that exceeed in-house capacity. And at that, there really isn't much profit in it. Those of us still building Hulks are doing it largely for the sheer thrill of the industrial pursuit, not for the profit
|
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |