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Author |
Thread Statistics | Show CCP posts - 142 post(s) |
Pavlakakos
W.A.S.P Curatores Veritatis Alliance
6
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Posted - 2014.07.22 21:03:00 -
[271] - Quote
Ivan Isovich wrote:Things change. Change with it or become obsolete.
Well, i have always been under the impression that you change something that does not work well and try to improve it. Which apparently here is not the case.
Apart from the new trendy ISK sink (taxes) tell me who will actually benefit from those changes? Null bears that pay now taxes on their own stations? Empire bears that will buy a new bpo and throw billions researching them, only to find out that they'll never actually make enough money to break even?
Best part will be in a few months when a coercer with T1 mods will be costing 100 mil and everybody then will be crying about "inflation".
Besides, as i said... being a null station owner, where's my frikking rent from the secure commerce? They take money from the players to do their research in my station, but what do they pay me for having a representative in null (which is suppoded to be lawless and Concord does not exist).
As for obsolete, yes, i am already...... Just waiting for August 18th, when the plex on my 3 accounts expire. |
Myriad Blaze
Common Sense Ltd Nulli Secunda
273
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Posted - 2014.07.22 21:04:00 -
[272] - Quote
Quote:From the patchnotes: "You no longer need skills to fit modules and rigs. You will not, however, be able to online modules you donGÇÿt have skills for." This works as noted (everyone can fit for example T2 rigs to their ship without having any rigging skill). However, rigs need no skills to be effective. This means rigging skills only affect drawback now. If the change was intended to work this way the skill requirements for rigs should be removed from the Requirement tab in the Info Window as it makes no sense now.
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Longinius Spear
Semper Ubi Sub Ubi
274
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Posted - 2014.07.22 21:14:00 -
[273] - Quote
Jed Clampett wrote:Longinius Spear wrote:You guys may want to have a look at wormhole T2 manufacturing. Current build prices for a Paladin and Vagur are 750m+.
Thats on top of of material cost. This essentially doubles the cost of T2 marauder construction.
This must be a bug, because if its not, i'm at a loss for words. Its my assumption that the increase is by design. First I suspect CCP needs to increase NPC ISK sinks to replace all those NPC products now produced by players. LP stores and BPOs are about the only NPC ISK sinks remaining outside market and NPC Industry fees and taxes. Yet all the old NPC ISK faucets adding ISK into the economy still remain :missions etc. Too much money tends to make prices of big ticket items like PLEX rise. LOL - I for one am grateful CCP has not yet increased market taxes and fees based on Empire wartime economics. I am sure CCP has other reasons too, though those reasons might be harder to guess. Perhaps CCP feels that T2 (high technology) prices should rise to simulate Empire NPC military demand or restrictions. Also I am pretty sure CCP blogs said that they want to increase favorability of use of player facilities like POS and outposts. Note all those T2 build and research fees can instead be deducted from POS fuel and operating costs. Run some spreadsheets but I suspect its now actually PROFITABLE to run a pure T2 ship building or invention POS compared to many NPC stations given the right sized tower and ships. But yeah I knew early on that some industry costs were about to see shocking change. So if change is not a mistake, I think CCP made major mistake in how they marketed the changes as "favoring the individual player". Instead they should have said "the impact may be unpleasant to individuals and old patterns of play but supports EVE's overall long term health and growth in the following ways..." then coughed up specifical why they really made the changes.
There is NO way this is by design. No way.
With a material cost of 780m and a current sell cost of 940m, and with this software change adding ANOTHER 750million isk to even MAKE IT in wormhole space.
This puts the cost of a Paladin around 1.5b overnight. If this is by design, BUY PALADINS NOW!! Because there will NEVER be any made at that price again.
There is no way CCP could be this irresponsible with its economy. 10% here and there, sure, but not 100% here and there. No way. I have greater faith in them.
Read more of my ramblings on my blog www.invadingyourhole.blogspot.com |
Rivr Luzade
Coreli Corporation Ineluctable.
637
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Posted - 2014.07.22 21:16:00 -
[274] - Quote
Lines going all over the window and even outside.
How to create?
Select a BP for manufacturing with many materials. Double click the top bar (title bar) to contract the window and double click again to expand it again. Observe the lines go crazy. |
tu pac
Cross Pond Inc
1
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Posted - 2014.07.22 21:18:00 -
[275] - Quote
Have been in game for many years and this is by far the biggest mess up in Eve history......It has been ill thought out and has done nothing other than to alienate individuals who have been loyal to indy Eve over the past years.
The whole indy mechanic has been ruined by individuals from CCP who are intent on making sure that new players and older players can compete at nearly the same level so as to make sure that 50K players can be online.
Its a real shame its got to this however of all the expansions there have been this will effect Eve more than any.... The price in players leaving the game will be high but if all CCP want is a shoot um up they've got it. Absolutly crazzy...Well done CCP
CCP stop trying to push players into low sec and 0.0, some players just don't want to be thereor have got bored of being there. Embrace what you have and improve the game for the individuals as opposed to trying to direct then where they don't what to go.
If players what to be in 0.0 or low sec they will migrate there
CCP saye this expasnsion is by design, this is a serious error in judgement .
Its time to seriously think about the council and look towards a balance of indy and PvP it seems a little one sided at the moment |
Moo Moocow
Hard Knocks Inc.
20
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Posted - 2014.07.22 21:21:00 -
[276] - Quote
Jed Clampett wrote:Moo Moocow wrote:Correct me if I'm wrong but you now have to pay for research and copying in your own pos...
Doesn't that bypass the point of having your own pos and paying its set up and fuel bill?
And the requirement for corp wallet access to pay for jobs in your pos is just mindboggling
Have not looked at changes yet. But I always had to have corp wallet access (we have an account division with no ISK in it). And POS allowed Corp to set charges for industry to any level ( including zero charge), Such fees for POS industry was paid to corp. Now if you mean that Crius POS has industry fees which are not controlled by the POS owner and those fee are paid to NPCs...yeah there might a firestorm over that. Although I can see an argument for such fees in Empire space based on CCP empire labor pool rationale for new industrial pricing (ROFLMAO reverse logic of automated AI robotic industry machines being replaced by humans - George Jetson button pushers at least). Maybe industrial fees go to sovereignty holder? But that should mean POS wh can use old union/welfare breaking full automation since no one has sovereignty or control over industrial labor pool. Heh anyways just because CCP can come up with storyline to rationalize POS fees being paid to NPCs doesn't mean doing so won't make for protests and subscription cancellations dwarfing the original Burn Jita times. Hope you are wrong about new fees.
I don't believe the fees are controlled by the pos owner.
(But as I'm a guest at the pos I can't be 100% sure. but I doubt it. I'm pretty sure its an isk sink)
I don't have corp wallet access atm so it seems I can't pay the fee's and put in research jobs. Which I was able to do before.
It would be a lot easier to have an option to pay the fee's from that alts wallet.
(I'm also hearing quotes of 2+ billion to research a capital blueprint ME to the next level... seriously?) |
tu pac
Cross Pond Inc
1
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Posted - 2014.07.22 21:23:00 -
[277] - Quote
Duplicate post...still raging |
Lady Aesir
Ghost Recon Inc
14
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Posted - 2014.07.22 21:27:00 -
[278] - Quote
CCP Contra wrote:Fixy FixIT wrote:When installing a job at a POS, the cost of installing the job is being taken from the Corp Master Wallet........
Surely, this cost should come from the member who is installing the job. Even better if it was deducted from the member and given to the Corp Master Wallet as charge for using corp labs.
Currently its given to Secure Commerce Commission.
Is this intentional or is it a bug ?
Regards. By Design Surely this is incorrect If member install jobs in a corp POS and the fee is taken from the corp wallet then what is the point of having a corp tax rate on the jobs because it is being paid by the corp and not the individual. This makes no sense the corp gets charged twice. Once to CCP ISK Sink Second to Corp as a tax but paid by the corp to the corp.
Come on you must have replaced your economist with a competent replacement who would have pointed out such a crazy system. |
Jed Clampett
The Order Of Viision
20
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Posted - 2014.07.22 21:28:00 -
[279] - Quote
Jed Clampett wrote:"Use Blueprint" right click menu option does not seem to do anything when used on BPC even when docked in station with suitable Invention or Manufacture facilities. (BPC is NOT in container and subject to that flaw.)
I sort of expected the new Industry and Research window to pop up & allow starting Invention or Manufacture jobs when the station where the BPC is located has such options.
P.S. If the station lacks such facilities I expect a warning message stating that lack at the very least or the Industry window showing the BPC with simply no options available to select.
P.P.S. I do not immediately see another way to select BPCs and start Invention jobs without "Use Blueprint" working as expected. That is any alternative UI means is NOT as intuitive as likely assumed and may depend on prior UI experiences which not everyone has.
OK "use Blueprint" still does nothing BUT with sufficient mouse key pounding and waiting selecting BPs in the industry UI does work. Awefully sluggish though.
And I did have to specifically switch to the Item hangar list. I assume that locked BP containers issue is also interfering with the whole station list of BPs when that list includes containers with BPs. |
Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
143
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Posted - 2014.07.22 21:29:00 -
[280] - Quote
Pavlakakos wrote:Ivan Isovich wrote:Things change. Change with it or become obsolete. Well, i have always been under the impression that you change something that does not work well and try to improve it. Which apparently here is not the case. Apart from the new trendy ISK sink (taxes) tell me who will actually benefit from those changes? Null bears that pay now taxes on their own stations? Empire bears that will buy a new bpo and throw billions researching them, only to find out that they'll never actually make enough money to break even? Best part will be in a few months when a coercer with T1 mods will be costing 100 mil and everybody then will be crying about "inflation". Besides, as i said... being a null station owner, where's my frikking rent from the secure commerce? They take money from the players to do their research in my station, but what do they pay me for having a representative in null? (which is supposed to be lawless and Concord does not exist). As for obsolete, yes, i am already...... Just waiting for August 18th, when the plex on my 3 accounts expire. *Edit: Typos (i'm so tilted).
Outposts could easily be Taxed by the Empire. After all you pay SOV fees to who? In order to hold your SOV in "Lawless" space where Concord doesn't Exist. Fee's are paid regardless this is just the Empires now flexing more muscle. It's Not like your space was Free of Cost prior to Crius. |
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tu pac
Cross Pond Inc
3
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Posted - 2014.07.22 21:31:00 -
[281] - Quote
Duplicate post |
Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
143
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Posted - 2014.07.22 21:31:00 -
[282] - Quote
Tech 2 Sentries and Sentries in General are still posting different damage ratings on ships. When I logged into Game my Rattle showed 1620.8 DPS with Inferno precision missiles and Garde II's with 3dda's and 3BCS. Now it is showing 1275.9 DPS after an ammo reload. Occasional relogs show the DPS back at 1620.8 But then once again an ammo reload occurs the damage drops down. This happens in other ships also like the Domi , Ishtar, pretty much any drone boat. |
Kenneth Skybound
Exanimo Inc Black Pearl Alliance
97
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Posted - 2014.07.22 21:38:00 -
[283] - Quote
I've noticed an interesting fact about blueprint research costs.
Amazed at people's claims of billions to research BPOs to 10, I checked some of my own and found similarly high numbers - although I couldn't install these jobs because the station had no such research facilities.
That's when it hit me - upon checking facilities that ARE research ready, the cost drops to the expected ranges of values.
Here's an example. At time of writing I have a Bouncer I BPO with no research. Were I to install it for 10 levels of ME, it'd cost me:
- 84'841'681 ISK in Dodixie (major area)
- 84'841'681 ISK in Miroitem (out the way area)
- 2'661'231 ISK in Doussivitte (a research station)
According to Eveeye maps, Doussivitte has an ME index of 3.13%
2'661'231 is 3.13% of 84'841'681.
Systems without a research index are thus reporting at 100% cost for some reason!
And here's my theory as to how. The system index is calculated with regards to the system's job hours divided by all Job hours, all rooted. For a system with 0 activity, you've got the square root of 0. In itself that should be no concern, but it may just be that the code is reading that, wondering what the hell you're on and somehow defaulting to an answer of 1. If not there, SOMEWHERE along the line, it's being sent to a default of 100%.
Perhaps this is linked to the reports of super high costs. As I suppose, if no jobs have been carried out in systems, setting up a starbase there and attempting such jobs will likely encounter this same brick wall, no?
Just a thought. |
Wreck Her
Obliteroid
2
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Posted - 2014.07.22 21:40:00 -
[284] - Quote
Goodbye player run economy, CCP is the driving seat now and it is fueled by PLEX sales. Because paying subscriptions is just not enough.
Oh yes, this is the Crius Issues Forum: Selecting a characters portrait and then 'View Full Body' reveals a image with the bottom half of the body missing (PC). |
Pavlakakos
W.A.S.P Curatores Veritatis Alliance
7
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Posted - 2014.07.22 21:41:00 -
[285] - Quote
Captain StringfellowHawk wrote:Pavlakakos wrote:Ivan Isovich wrote:Things change. Change with it or become obsolete. Well, i have always been under the impression that you change something that does not work well and try to improve it. Which apparently here is not the case. Apart from the new trendy ISK sink (taxes) tell me who will actually benefit from those changes? Null bears that pay now taxes on their own stations? Empire bears that will buy a new bpo and throw billions researching them, only to find out that they'll never actually make enough money to break even? Best part will be in a few months when a coercer with T1 mods will be costing 100 mil and everybody then will be crying about "inflation". Besides, as i said... being a null station owner, where's my frikking rent from the secure commerce? They take money from the players to do their research in my station, but what do they pay me for having a representative in null? (which is supposed to be lawless and Concord does not exist). As for obsolete, yes, i am already...... Just waiting for August 18th, when the plex on my 3 accounts expire. *Edit: Typos (i'm so tilted). Outposts could easily be Taxed by the Empire. After all you pay SOV fees to who? In order to hold your SOV in "Lawless" space where Concord doesn't Exist. Fee's are paid regardless this is just the Empires now flexing more muscle. It's Not like your space was Free of Cost prior to Crius.
No doubt we pay sov costs. And there were always the insurance company in station, but it was not mandatory to insure your ship.
But we also had the option to control our station the way we like. For example, and i'm not joking on this, i had set the cost on all 30 slots on my upgraded caldari station to 0 ISK installation and 10k/hour. Which means that any visitor could use the slot for the entire month paying 7.2 mil. (and i'm not talking about a cheap T1 ammo bp, but obviously heavier stuff).
What do CCP do now? They simply drive away all the indy characters that came to do business in my station and tell me to "raise taxes" so i keep my income alive. I bet all the people doing research would love me. Well, no way! taxes will be kept at zero.
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Dinsdale Pirannha
Pirannha Corp
3293
|
Posted - 2014.07.22 21:44:00 -
[286] - Quote
You were warned CCP. Now you reap the whirlwind. |
Lady Aesir
Ghost Recon Inc
14
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Posted - 2014.07.22 21:45:00 -
[287] - Quote
CCP RubberBAND wrote:Harvey James wrote:i've noticed on a lot of items when you hover over them are saying ..estimated price : unavailable ... Could you specify the items, we have seen a couple but more are always useful. All of the metamaterials from moon processing are showing as estimated price : unavailable |
Lady Aesir
Ghost Recon Inc
14
|
Posted - 2014.07.22 21:46:00 -
[288] - Quote
Maffia Thug wrote:I am not sure if this is the right place to post this but, since the update I have a weird graphical issue.
Where there is black on my screen (In Game Client Only) it has a weird red flickering graphical issue.
I would love to not have this. I did not have this before the update.
I am running a PC and all of my settings are on low or disabled.
Thank you. Change your DirectX to version 9 cures the issue |
Dareth Astrar
Astrar Logistics and Engineering
23
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Posted - 2014.07.22 21:47:00 -
[289] - Quote
Capital BPO's that were PE1 prior to patch are now -10%, but those currently in research and coming out at PE1 are -2%, but are still in progress of the 30+ days that they took to research as they were inserted way before patch day. Newly inserted these seem to take 3 hours to get to that state, and we may be 2/3rds the way through the previous cycle only scheduled to get a -2% output??
Do you really think it's fair to keep the jobs in for the same previous duration, but on delivery you're going to give them -2% compared to -10%, even though they were started way before the patch and for far longer duration then the current scheme?
Regarding the whole moving blueprints between arrays at a POS: To be honest, this should have been simplified years ago. Have every structure inherit from the same base, possibly abstract, class where they require an input, and ensure that any item requiring an input has to have a corporate hanger available for it's input. Have them all draw from the common corporate hanger array at the POS, why is it 25k years into the future you need to go to the solar system to move things from facility A to B, very daft. Take away the individual item capacities and reduce their reduce their requirements (cpu/pg), greatly increase the centralized capacity of the corporate hangar array (as you are ensuring it has to be online for all the others). This not only simplifies this area, but then means you can give a common security element to it in the Corporate Management interface, to allow corp defined security in each hanger section at poses as standard, globally.
Surprised this wasn't done years ago to be honest, but there seems to be great reluctance to touch the POS code, let-alone modify it. Simplify things, which will reduce your maintenance of them and easy both the player interaction with them, and your ability to adjust them in the future. |
Jed Clampett
The Order Of Viision
20
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Posted - 2014.07.22 21:47:00 -
[290] - Quote
Yeah starting to agree with PVP purists. Balancing PVP+PVE+Industry maybe too complex for CCP to handle.
Maybe EVE Industry should be split off into its own game independent of EVE Combat. Linked only by market like DUST.
Each game could be simpler to balance and code. PVP servers loading and clients would certainly benefit if all mining and industrial artifacts were removed from their nodes. Belt ganks by PVP game could be like orbital strikes and require assistance of someone in Industry game to target competitive miners. |
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Dhrastette Lazair
Somnium Vita
0
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Posted - 2014.07.22 21:47:00 -
[291] - Quote
Dinsdale Pirannha wrote:You were warned CCP. Now you reap the whirlwind.
Suppose you had to be right eventually |
DoToo Foo
Weaponised FuGu
28
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Posted - 2014.07.22 21:50:00 -
[292] - Quote
CCP Contra wrote:Fixy FixIT wrote:When installing a job at a POS, the cost of installing the job is being taken from the Corp Master Wallet........
Surely, this cost should come from the member who is installing the job. Even better if it was deducted from the member and given to the Corp Master Wallet as charge for using corp labs.
Currently its given to Secure Commerce Commission.
Is this intentional or is it a bug ?
Regards. By Design
CCP Contra, I hope you mean the tax being paid to SCC is by design, but that the tax being taken from the master wallet will be change when jobs no longer need to route through the master wallet. |
Fuad Il-Manhous
Restinotia Corp
0
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Posted - 2014.07.22 21:52:00 -
[293] - Quote
T1 BPC's are not being destroyed during the invention process (in a POS). |
Takanuro
Biohazard. WINMATAR.
114
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Posted - 2014.07.22 21:53:00 -
[294] - Quote
I have some Capital module BPO's and was looking at the interface for copying. I noticed that on the Show Info for the BPO's the Max Runs Per Copy is set as 1 for all that I have looked at.
I don't think this is correct, my capital component prints seem to have gone up to 40 being allowed, doesn't make sense that capital modules have been cut to 1.
Error or intended?
Yes, we're going to die, but you're coming with us!
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Dareth Astrar
Astrar Logistics and Engineering
23
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Posted - 2014.07.22 21:53:00 -
[295] - Quote
Kenneth Skybound wrote:I've noticed an interesting fact about blueprint research costs.
Amazed at people's claims of billions to research BPOs to 10, I checked some of my own and found similarly high numbers - although I couldn't install these jobs because the station had no such research facilities.
That's when it hit me - upon checking facilities that ARE research ready, the cost drops to the expected ranges of values.
...
Systems without a research index are thus reporting at 100% cost for some reason!
And here's my theory as to how. The system index is calculated with regards to the system's job hours divided by all Job hours, all rooted. For a system with 0 activity, you've got the square root of 0. In itself that should be no concern, but it may just be that the code is reading that, wondering what the hell you're on and somehow defaulting to an answer of 1. If not there, SOMEWHERE along the line, it's being sent to a default of 100%.
Perhaps this is linked to the reports of super high costs. As I suppose, if no jobs have been carried out in systems, setting up a starbase there and attempting such jobs will likely encounter this same brick wall, no?
Just a thought.
Sounds like something someone would do, add a default if a logic check resulted in a condition that shouldn't ever occur, in the programmers mind. Really sounds like a sensible point in the right direction sir, well thought.
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Jed Clampett
The Order Of Viision
21
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Posted - 2014.07.22 21:56:00 -
[296] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
New invention process only uses 1 RUN per invention job. Old way used all runs. So now multi-run BPCs are left over until count reaches zero. |
Mackenzie Nolen
XYJAX
9
|
Posted - 2014.07.22 21:56:00 -
[297] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
Invention now only uses up 1 run from a multi-run BPC. Have you checked the run count? |
Miyazaki Hetoshi
Hetoshi Traders Incorporated Green Orchestra
1
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Posted - 2014.07.22 21:57:00 -
[298] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
All Inventions default produce the max amount for a single run copy.
for example, an ME10/TE20 Light Missile Launcher 1 Blueprint Copy with a single run, now produces a -2% -4% Light Missile Launcher II Blueprint Copy with 10 runs.
An ME 10 / TE 20 Light Missile Launcher 1 Blueprint Copy with 300 runs, now produces a -2%/-4% Light Missile Launcher II Blueprint Copy with 10 runs, and leaves the T1 BPC with 299 runs remaining. |
Dinsdale Pirannha
Pirannha Corp
3294
|
Posted - 2014.07.22 21:58:00 -
[299] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
Check to see if 1 run per BPC is being removed (assuming they are multiple run BPC's)
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Lady Patricia
Pyro Tech Industries
41
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Posted - 2014.07.22 21:59:00 -
[300] - Quote
Quote:The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition
i just compared a former me 8 / pe 2 rorqual bpo with the new one that has me -9% te -14% you told us the that nothing gets worse, current state is, that it uses quite a lot more raw materials
example: pre-patch: 40 Capital Construction Parts post-patch: 44 Capital Construction Parts
it's not the only thing they need more now i just looked at all the other capitals and they also need moooore parts to get produced
that realy sucks imho, especialy as capitals need quite some time and planning to get built. |
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