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Neighbour
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Posted - 2005.02.28 02:21:00 -
[1]
The formula currently in use for applying the Productivity Level (PL) of blueprints (any blueprint) to the base Production Time (BPT) resulting in the Effective Production Time (EPT) is thus: BPT - 5 + 5/(1+PL)
This must be flawed because this results in the following EPT's: At level 0: BPT At level 1: BPT - 5 + 2.5 = BPT - 2.5 At level 2: BPT - 5 + 1.6667 = BPT - 3.333 At level 3: BPT - 5 + 1.25 = BPT - 3.75 At level 4: BPT - 5 + 1 = BPT - 4 At level infinite: BPT - 5 + 0 = BPT - 5
This means 2 things: 1. All blueprints, independent of the value of BPT (120 for ammo, 18000 for an apocalypse), will have a maximum bonus gained by researching PE of 5 _seconds_. This results in a grand 17995 seconds production time for an infinitely PE-researched apocalypse, which can't be right. 2. At level 4, you've already received 80% of the available bonus, thereby making it totally unneccesary to further research PE. This can't be what it was intended to be.
This bug was mentioned in http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=69068 earlier, but it would appear nothing has been done about it since.
I will be posting this in the "Patch Review" channel of the forums, so any comments by other players and other people involved (you :)) can be gathered there.
----- The above is what I entered as bug-report and, in hope of getting feedback from the community and developers/testers, also posted here.
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Neighbour
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Posted - 2005.03.01 01:12:00 -
[2]
A suggestion for a new formula:
EPT = BPT*0.9 + (BPT*0.1)/(1+0.02*PL)
The 0.02 used is a slowdown-factor, to smooth the progress gained by PE research out over several levels (instead of the 80% in 4 levels). The 0.9 and 0.1 insure a max efficiency gain of 10% (EPT at 90% BPT).
This puts you at an EPT of 95% BPT at PL 50, 94% at level 75, 92.5% at level 150, 91% at level 450 and 90.1% at level 4950 :)
Some tweaking might be required, but I leave that to the devs :)
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Laendra
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Posted - 2005.03.01 18:46:00 -
[3]
Would be better, IMO, to make it closer to the usefulness of the Material Level calculations...
EBT = (1+0.1/(1+PL))* BPT * (1.25-0.05*PE)
For an Apoc (18,000 BPT) PL 0, PE 0 = 24,750 PL 0, PE 5 = 19,800 PL 10, PE 0 = 22,704.55 PL 10, PE 5 = 18,163.64
Now, they might want to adjust the BPT to closer coincide to the current BPT for PE 0, PL 0...but that is up to them (it would be great if they did, IMO).
That would only be a minor code change I would think...and some content updates (read as Oveur or the like)...would, unfortunately, raise demands for labslots again, so until they address them (like bringing in the different sized labslots, for instance) I wouldn't recommend changing it. ------------------- |

Neighbour
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Posted - 2005.03.02 22:59:00 -
[4]
Originally by: Laendra
EBT = (1+0.1/(1+PL))* BPT * (1.25-0.05*PE)
For an Apoc (18,000 BPT) PL 0, PE 0 = 24,750 PL 0, PE 5 = 19,800 PL 10, PE 0 = 22,704.55 PL 10, PE 5 = 18,163.64
That would only be a minor code change I would think...and some content updates (read as Oveur or the like)...would, unfortunately, raise demands for labslots again, so until they address them (like bringing in the different sized labslots, for instance) I wouldn't recommend changing it.
You probably meant the Industry skill instead of PE (Production Efficiency) :) This would mean that you start off with a ripped-off status which won't approach the blueprint stats unless you're very (max) skilled. I don't quite agree with that train of thought. If you buy a model aircraft, you do get some spare parts, but I doubt that covers the 25% extra needed for eve BP's. And most people will manage to construct this model aircraft by following the guide (blueprint instructions), even if they're not fully trained in the art of model aircraft building :)
So maybe you can start with, for example, 5% extra requirements that decrease with skill, but don't allow only the most skilled manufacturers to create a blueprint at the normal requirements (material- and timewise).
On another note, people are using lab slots for too long...if only they'd realize how pointless ME100+ is, we'd all be better off.
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BH Runner
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Posted - 2005.03.02 23:27:00 -
[5]
This issue has been present since beta, PE r/s was never introduced in the way ME r/s was. ME r/s functions as intended, the PE r/s for now appears to be completely placeholder. It is scheduled to be fixed, I have no details on the timing. ---- Runner BH Lead |

Laendra
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Posted - 2005.03.05 19:48:00 -
[6]
Originally by: Neighbour You probably meant the Industry skill instead of PE (Production Efficiency) :)
Yeah 
Originally by: Neighbour This would mean that you start off with a ripped-off status which won't approach the blueprint stats unless you're very (max) skilled.I don't quite agree with that train of thought. If you buy a model aircraft, you do get some spare parts, but I doubt that covers the 25% extra needed for eve BP's. And most people will manage to construct this model aircraft by following the guide (blueprint instructions), even if they're not fully trained in the art of model aircraft building :)
You're confusing build time vs. materials used. Someone who isn't very skilled at building said model airplane is gonna take a lot longer to build that model airplane than someone who has built a lot of them (i.e. trained - ingame). Now, think of it this way. Productivity Level would equate, (for me at least), to how well the instructions for building the item were written. Sure, you can build something a lot of different ways, but it is more efficient to build this section first before adding it to that section, etc...that's what Productivity Level does for you...production shortcuts...which equates to faster build times. The BPT is the absolute fastest the materials can be assembled in a perfect environment...note, I said that this number could and probably should be changed so that 0 PL and 0 Industry would equate to current build times for those situations...and only get better when researched and trained (respectively). ------------------- |

Neighbour
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Posted - 2005.03.07 14:43:00 -
[7]
Originally by: BH Runner This issue has been present since beta, <snip> It is scheduled to be fixed, I have no details on the timing.
Is there a list of known issues and their scheduled status? It might greatly reduce the workload for everyone involved when i'm going to stuff my list of current bugs/abnormalities through the bugreporting form :)
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