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Thread Statistics | Show CCP posts - 44 post(s) |
shaun 27
PERPIDE Ineluctable.
2
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Posted - 2014.06.11 07:38:00 -
[31] - Quote
Hey
I got a few questions may have missed someone mention this or it was in a dev blog.
Will tax in a system be effected if you inventing or building at a pos and also whats stopping me in empire from spamming all the moons with control towers to stop other people raising the cost to build invent copy etc if it does raise cost.
Again i might have missed something along the line still in test server. But nice job so far although i cant build anything atm on test server due to price information being incorrect or something.
shaun |
Rivr Luzade
Coreli Corporation Ineluctable.
559
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Posted - 2014.06.11 08:44:00 -
[32] - Quote
I find the Team bidding process a bit unintuitive.
When I enter the name of my preferred solar system in the "Search for a Solar System" box, it does not automatically search for the solar system when I go to the ISK box below, and instead I need to press enter in the SfaSS box. This shouldn't be the case. Now that I know that it's not a big deal any more, but at the first try it's still a bit unnerving.
Also, I am not sure about toe display of the solar system with the highest bid , or any bid for that matter, in the bidding process. That should be anonymous, because it is a very easy to access source of intelligence and will be exploited to either
- drive the cost for a team into astronomical heights in order to make the team pointless for the winner, or
- to find out where the team is likely headed and then someone can just set up enough jobs in the particular system to make any industry in there unprofitable. This is particularly problematic and easy to achieve when the "attacker" sees a high bid for a system with only 1 or 2 stations with industry capabilities. These systems are extremely easy to manipulate and to ruin.
This is going to happen, trust me.
And another thing: What happens with the bids of systems who did not win the auction? Is this money sunk or returned to the respective players? If it is sunk, why should anyone bid for teams and waste money? |
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CCP Nullarbor
C C P C C P Alliance
714
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Posted - 2014.06.11 10:22:00 -
[33] - Quote
probag Bear wrote:Current Habit wrote:since it's impossible to start a job from a blueprint that's inside a container (Trying that gives you the following error: Cannot use this blueprint from its current location). This was actually one of the major promises that were made. May I get developer comment on this: is allowing players to use blueprints that are inside containers still something you're planning to do and haven't gotten to yet, or have you scrapped the idea due to coding issues? From what I hear of the current SiSi build, it's not nearly as big an issue as it seemed when it was first promised. But it'd still be a nice feature to have when you're juggling several tens of thousand BPCs. Edit: Theng Hofses wrote:I have at least 20,000 BPCs and BPOs in my alt corp (or at least that's where I stopped counting). The system is completely overwhelmed by it and sorting/finding the item you want to manufacture is not working in a usable way. Welp. I should update SiSi instead of relying on word of mouth.
Yes you should be able to start a job with a blueprint in a container.
Performance with 20,000 blueprints is going to be sub-optimal at the moment, but we still have plans to optimize performance for heavy users, including improving the filtering options based on feedback. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Greyscale
C C P C C P Alliance
2357
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Posted - 2014.06.11 10:31:00 -
[34] - Quote
mynnna wrote:http://i.imgur.com/ZmjbwIF.png
Are teams part of the landscape? I assume so. Some of their values are bugged.
Yes, the values are too large.
Theng Hofses wrote:I have at least 20,000 BPCs and BPOs in my alt corp (or at least that's where I stopped counting). The system is completely overwhelmed by it and sorting/finding the item you want to manufacture is not working in a usable way.
Also, existing 10 run T2 Drone BPCs have been reduced to ME6 BPCs with one (1) run. Is that what is intended?
1 run BPCs is not intended, I'll look into that.
shaun 27 wrote:Hey
I got a few questions may have missed someone mention this or it was in a dev blog.
Will tax in a system be effected if you inventing or building at a pos and also whats stopping me in empire from spamming all the moons with control towers to stop other people raising the cost to build invent copy etc if it does raise cost. Thinking along the lines of systems with no stations.
Again i might have missed something along the line still in test server. But nice job so far although i cant build muninns and few other things atm on test server due to price information being incorrect or something.
shaun
No tax at starbases. Nothing stops you spamming moons with towers except for other players :)
BigWolfUK wrote:Well, it seems for T2 manufacturing, you now need 2 T1 variation items to build
I know this was brought up by some players as being a possibility with the removal of extra materials, but we were also told by CCP (Cannot remember which dev), that something will be put in place to ensure only 1 of the T1 variation items will be required
So, is this a feature or a bug? (I assume bug, but you never know these days)
Listed as a bug in the first post :)
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CCP SoniClover
C C P C C P Alliance
665
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Posted - 2014.06.11 10:57:00 -
[35] - Quote
Sigras wrote:I see teams for "Capital Construction Components" such as Capital Armor Plates, but no place for "Advanced Capital Construction Components" such as Capital Fernite Carbide Composite Armor Plates
Come to think of it, I didnt see any for advanced construction components either IE regular T2 components used to make T2 ships etc.
Is this an oversight? Intended? or am I just blind?
You're not blind, this is an error and will be fixed soon. Good catch |
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Rivr Luzade
Coreli Corporation Ineluctable.
559
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Posted - 2014.06.11 11:01:00 -
[36] - Quote
Something that just came to my mind: Will we have the opportunity to retract bids for Teams?
As depicted in my other post before, people can mess with other people already; henceforth, there should also be a way to mess back against these trolls. |
Velicitia
Arma Artificer
2360
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Posted - 2014.06.11 12:06:00 -
[37] - Quote
durr, wrong sticky 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 |
Rust Connor
Industrias PapaCapim
1
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Posted - 2014.06.11 12:40:00 -
[38] - Quote
Quick look today. Amazing! A few comments
1) skill Just checked that Material Efficiency skill didnt change. Any plan for it?
2) install cost Really like the cost decreasing by number of runs. You should keep that way, without limit.
3) material cost Love the change to apply ME on total batch. That change alone is amazing. Stimulate long runs and Makes reserch useful even to small rigs. Wish i had a t2 bpo to check if you get a "free hull" on long runs.... |
Retar Aveymone
GoonWaffe Goonswarm Federation
445
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Posted - 2014.06.11 13:10:00 -
[39] - Quote
1) A test in JU- (contains a tier 1 refinery upgrade) with veldspar showed a base refine level of 50%, not 54% like it should be. Do ore refining bonuses work yet?
2) Are there any plans to standardize the look of the industry/refining icons with the other station icons? The difference between those and the other station facilities icons is a little jarring.
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Scarlett LaBlanc
Midnight Savran Industries
115
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Posted - 2014.06.11 13:39:00 -
[40] - Quote
CCP Greyscale wrote:
No tax at starbases. Nothing stops you spamming moons with towers except for other players :)
I was under the impression that we would have the ability to set the job install tax rate at a POS. Did that not make it in, or was the idea scrapped?
I was really looking forward to bottom up income from industry members. |
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CCP Greyscale
C C P C C P Alliance
2358
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Posted - 2014.06.11 14:05:00 -
[41] - Quote
Rust Connor wrote:Quick look today. Amazing! A few comments
1) skill Just checked that Material Efficiency skill didnt change. Any plan for it?
2) install cost Really like the cost decreasing by number of runs. You should keep that way, without limit.
3) material cost Love the change to apply ME on total batch. That change alone is amazing. Stimulate long runs and Makes reserch useful even to small rigs. Wish i had a t2 bpo to check if you get a "free hull" on long runs.... 1) Yes, there's a plan, it's not done yet 2) It becomes silly for certain items, we're probably going to use 1) to cap it some how 3) No free hulls!
Scarlett LaBlanc wrote:CCP Greyscale wrote:
No tax at starbases. Nothing stops you spamming moons with towers except for other players :)
I was under the impression that we would have the ability to set the job install tax rate at a POS. Did that not make it in, or was the idea scrapped? I was really looking forward to bottom up income from industry members.
My understanding is that you can only install corp jobs in a starbase, so you're just taxing yourself, which didn't seem worth the development time. |
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Arkumord Churhee
Bavarian Unstressed Mining Mob Synergy of Steel
0
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Posted - 2014.06.11 17:04:00 -
[42] - Quote
CCP Greyscale wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously? Linear, we add them together and then multiply the cost. No additional fanciness is in place yet.
Hope that means some kind of stacking penalty. Otherwise Highsec is going to be littered with POSes that contain only 1 type of module. |
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CCP Greyscale
C C P C C P Alliance
2358
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Posted - 2014.06.11 17:22:00 -
[43] - Quote
Arkumord Churhee wrote:CCP Greyscale wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously? Linear, we add them together and then multiply the cost. No additional fanciness is in place yet. Hope that means some kind of stacking penalty. Otherwise Highsec is going to be littered with POSes that contain only 1 type of module. Is there a problem with that? :) |
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ElectronHerd Askulf
Reasonable People Of Sound Mind
7
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Posted - 2014.06.11 17:31:00 -
[44] - Quote
CCP Greyscale wrote:Arkumord Churhee wrote:CCP Greyscale wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously? Linear, we add them together and then multiply the cost. No additional fanciness is in place yet. Hope that means some kind of stacking penalty. Otherwise Highsec is going to be littered with POSes that contain only 1 type of module. Is there a problem with that? :)
Wasn't there an expectation that elimination of research and manufacturing slots would reduce the number and size of POSes such that the isotope market would crash so badly that a demand increase was required in another area? |
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CCP Greyscale
C C P C C P Alliance
2358
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Posted - 2014.06.11 17:39:00 -
[45] - Quote
ElectronHerd Askulf wrote:CCP Greyscale wrote:Arkumord Churhee wrote:CCP Greyscale wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously? Linear, we add them together and then multiply the cost. No additional fanciness is in place yet. Hope that means some kind of stacking penalty. Otherwise Highsec is going to be littered with POSes that contain only 1 type of module. Is there a problem with that? :) Wasn't there an expectation that elimination of research and manufacturing slots would reduce the number and size of POSes such that the isotope market would crash so badly that a demand increase was required in another area?
There are additional considerations playing into that math. |
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ElectronHerd Askulf
Reasonable People Of Sound Mind
7
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Posted - 2014.06.11 17:54:00 -
[46] - Quote
CCP Greyscale wrote: There are additional considerations playing into that math.
I look forward to seeing the rest of these considerations ;) |
Pic'n dor
Epsilon Lyr Mordus Angels
23
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Posted - 2014.06.11 18:22:00 -
[47] - Quote
Since POS are removed when mirroring, i have several question :
1 - What will happen to job running remotly on pos lab when Crius will be deployed ? a - when done, BPO will return to corp hangar or Pos hangar ? b - jobs will finish ?
2 - Will members will still see in the ui BPC that are in cans that they cannot view or know of in directors restricted level hangar ?
3 - Some of corp BPO disapeared (they were locked down) since the patch on Sisi, they were in progress or ready to deliver but they just vanished.. Can we get them back ? Will that happen with the real patch ? |
Gilbaron
Free-Space-Ranger Nulli Secunda
1450
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Posted - 2014.06.11 19:48:00 -
[48] - Quote
ElectronHerd Askulf wrote:CCP Greyscale wrote: There are additional considerations playing into that math.
I look forward to seeing the rest of these considerations ;)
the amount of ice in highsec is only enough to supply a part of what is needed.
there is still plenty of ice out there in null and low.
go figure out the rest yourself ;) GRRR Goons |
ElectronHerd Askulf
Reasonable People Of Sound Mind
7
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Posted - 2014.06.11 20:03:00 -
[49] - Quote
Gilbaron wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: There are additional considerations playing into that math.
I look forward to seeing the rest of these considerations ;) the amount of ice in highsec is only enough to supply a part of what is needed. there is still plenty of ice out there in null and low. go figure out the rest yourself ;)
I'm hoping for something in development that will make building **** in null more feasible to reduce dependency on jump freight, to be honest.
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Gilbaron
Free-Space-Ranger Nulli Secunda
1450
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Posted - 2014.06.11 20:17:00 -
[50] - Quote
something along the lines of getting 20% more from refining in nullsec ?
i always hated it when people talked about free minerals, but yeah, those are free because you can't easily sell them in a market hub and have to produce locally. GRRR Goons |
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ElectronHerd Askulf
Reasonable People Of Sound Mind
7
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Posted - 2014.06.11 20:21:00 -
[51] - Quote
Gilbaron wrote:something along the lines of getting 20% more from refining in nullsec ?
i always hated it when people talked about free minerals, but yeah, those are free because you can't easily sell them in a market hub and have to produce locally.
That helps a hell of a lot, but my concern is around tech 2 stuff. You're lucky if you can build even 1 race's components from local resources. Then you get key components that are smaller than the goo they're made out of and it just gets silly. |
Rivr Luzade
Coreli Corporation Ineluctable.
560
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Posted - 2014.06.11 21:07:00 -
[52] - Quote
Gilbaron wrote:something along the lines of getting 20% more from refining in nullsec ?
i always hated it when people talked about free minerals, but yeah, those are free because you can't easily sell them in a market hub and have to produce locally.
People like that are the problem of the game. You ARE supposed to use them locally, you always have been. Bringing the majority of that stuff to a market hub like Jita was never the intention and CCP made it quite clear that this attitude has to change. While I am against these massive buffs to 00 sec stations (leveling them with High sec would be more than sufficient), I am very much agree with CCP that as much stuff that you use needs to be produce in the space you call your home, not in some remote corner of the universe by other people. That is what your home is for and has to be used for. |
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CCP Nullarbor
C C P C C P Alliance
716
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Posted - 2014.06.11 21:16:00 -
[53] - Quote
Pic'n dor wrote:1 - What will happen to job running remotly on pos lab when Crius will be deployed ?
They will continue for the amount of time that was originally allocated for that job.
Pic'n dor wrote: a - when done, BPO will return to corp hangar or Pos hangar ?
The blueprint will return to wherever it came from, be it a remote station or the POS hangar if that is where it was started.
Pic'n dor wrote: b - jobs will finish ?
After their originally scheduled amount of time, yes.
Pic'n dor wrote:2 - Will members will still see in the ui BPC that are in cans that they cannot view or know of in directors restricted level hangar ?
They should only be seeing blueprints that they can normally see through the inventory, based on roles. (Let me know if you find a case where that isn't true)
Pic'n dor wrote:3 - Some of corp BPO disapeared (they were locked down) since the patch on Sisi, they were in progress or ready to deliver but they just vanished.. Can we get them back ? Will that happen with the real patch ?
That's because we trim POSes and old jobs when we do the Singularity mirror. That won't happen on TQ. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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Circumstantial Evidence
128
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Posted - 2014.06.11 21:51:00 -
[54] - Quote
ElectronHerd Askulf wrote:Gilbaron wrote:something along the lines of getting 20% more from refining in nullsec ?
i always hated it when people talked about free minerals, but yeah, those are free because you can't easily sell them in a market hub and have to produce locally. That helps a hell of a lot, but my concern is around tech 2 stuff. You're lucky if you can build even 1 race's components from local resources. Then you get key components that are smaller than the goo they're made out of and it just gets silly. The diversity of resources across New Eden, such that some areas may be coveted for one thing or another... conflicts with player's desire to build any kind of ship or module solely using one region's resources. I don't think market hubs are going away. |
Rivr Luzade
Coreli Corporation Ineluctable.
561
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Posted - 2014.06.11 22:10:00 -
[55] - Quote
Circumstantial Evidence wrote:ElectronHerd Askulf wrote:Gilbaron wrote:something along the lines of getting 20% more from refining in nullsec ?
i always hated it when people talked about free minerals, but yeah, those are free because you can't easily sell them in a market hub and have to produce locally. That helps a hell of a lot, but my concern is around tech 2 stuff. You're lucky if you can build even 1 race's components from local resources. Then you get key components that are smaller than the goo they're made out of and it just gets silly. The diversity of resources across New Eden, such that some areas may be coveted for one thing or another... conflicts with player's desire to build any kind of ship or module solely using one region's resources. I don't think market hubs are going away.
They don't need to go away, but instead of bringing all the stuff from there to your "home", you should only bring surpluses from your home to the hubs (ie rare minerals, moon goo surplus) and from the hubs things that you cannot get in your home back (ie specific mods, moon goo products from other regions/the other side of the cluster). |
Current Habit
The Scope Gallente Federation
2
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Posted - 2014.06.11 23:00:00 -
[56] - Quote
Right now the team auction notification seems bugged. When losing a bid instead of showing the system that won the auction it names the system the person that made a bid actually bidded for.
For example Quote: Your bid on Core Complexion Inc. Team MMG00 was not successful. K3JR-J had the highest bid of 2.300.000 ISK. Your bid of 2.000.000 ISK will be returned to you. Core Complexion Inc. Team MMG00 is now available for hire in K3JR-J.
According to the notification the team is in K3J (in the system I made a bid for), actually it's in Amamake (https://imgur.com/q2iN38N), the system I used an alt to bid for.
Additionally, the top contributors list shows the top contributors for the system pool the person was bidding for and not the top contributors for the winning bid. This might be intentional though, the wording isn't clear. |
Maduin Shi
Breakwater Testing Inc Aegis Requiem
6
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Posted - 2014.06.12 04:10:00 -
[57] - Quote
Rivr Luzade wrote:Circumstantial Evidence wrote:
The diversity of resources across New Eden, such that some areas may be coveted for one thing or another... conflicts with player's desire to build any kind of ship or module solely using one region's resources. I don't think market hubs are going away.
They don't need to go away, but instead of bringing all the stuff from there to your "home", you should only bring surpluses from your home to the hubs (ie rare minerals, moon goo surplus) and from the hubs things that you cannot get in your home back (ie specific mods, moon goo products from other regions/the other side of the cluster).
One thing CCP should have done long ago is to ensure that raw materials to make ships, mods, POS fuel and other essentials would actually take up significantly less cargo space than the finished products, and then ensure that these raw materials could be sourced locally. That's how you lay the groundwork for a local economy with the correct incentives (nobody likes hauling). Rather than nerfing JFs into the ground.
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ElectronHerd Askulf
Reasonable People Of Sound Mind
7
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Posted - 2014.06.12 05:34:00 -
[58] - Quote
Maduin Shi wrote:Rivr Luzade wrote:Circumstantial Evidence wrote:
The diversity of resources across New Eden, such that some areas may be coveted for one thing or another... conflicts with player's desire to build any kind of ship or module solely using one region's resources. I don't think market hubs are going away.
They don't need to go away, but instead of bringing all the stuff from there to your "home", you should only bring surpluses from your home to the hubs (ie rare minerals, moon goo surplus) and from the hubs things that you cannot get in your home back (ie specific mods, moon goo products from other regions/the other side of the cluster). One thing CCP should have done long ago is to ensure that raw materials to make ships, mods, POS fuel and other essentials would actually take up significantly less cargo space than the finished products, and then ensure that these raw materials could be sourced locally. That's how you lay the groundwork for a local economy with the correct incentives (nobody likes hauling). Rather than nerfing JFs into the ground.
There are other considerations to sizes of various things, unfortunately. Modules are expected to take a certain volume according to their intended hull, but must use enough raw materials to keep their cost in line. I suspect that the metamaterials are large to constrain the sorts of POS setups that can be used to create them. Or perhaps there is no good reason that the raw materials for a HAC take nearly twice the volume of the finished ship.
There are also good aspects to the uneven distribution of resources: it forces various areas in the New Eden universe to interact with each other economically. I feel that this makes our game economy richer and more complex (in a good way). It also provides a source of potential conflict (ice interdictions, fights over R64 moons, etc) and tension. Ironically, it has also lead to various non-aggression pacts and treaties: some resources are too valuable to fight over.
CCP evidently doesn't like jump freight, for various reasons. Others have described its necessity (in the current state of the game) better than I can.
If it is CCPs desire to make null sec industry more viable in all its flavors, they will need to find a trade-off between these various goals and constraints. If that is not CCP's desire, I would like to know. My personal stake in this is as a leader in an alliance that recruits new players into null sec, I want to provide them the opportunity to experience this part of the game conveniently. I don't expect them to be able to compete with large, focused players, but I would like it to not be an exercise in absurdity. |
shaun 27
PERPIDE Ineluctable.
2
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Posted - 2014.06.12 07:02:00 -
[59] - Quote
Will you need to have max run bpcs for max run on invention as atm i cant seem to invent or copy anything.
Invention error @ pos
Unable to install job due to the following reasons: FACILITY_TYPE The job cost has changed
Error.FACILITY_TYPE (23564,) Error.MISMATCH_COST (22, 25)
Copying error on both new and researched blueprints @ pos
Unable to install job due to the following reasons: The job cost has changed
Error.MISMATCH_COST (3976, 3890) |
Current Habit
The Scope Gallente Federation
2
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Posted - 2014.06.12 08:45:00 -
[60] - Quote
CCP Nullarbor wrote: Yes you should be able to start a job with a blueprint in a container.
Performance with 20,000 blueprints is going to be sub-optimal at the moment, but we still have plans to optimize performance for heavy users, including improving the filtering options based on feedback.
As of right now I still can't use a BP from a station container, this is what I've used and when moving the BP out of the container the job starts without problems. |
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