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Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Shoogie
Serious Pixels
141
|
Posted - 2014.09.08 19:58:00 -
[181] - Quote
There is only one cost index per system, and it is applied whether you are in a factory station, or an administrative station, or a POS floating around that moon over there.
If two systems have the same fraction of global production, but one has a factory station and the other does not, the factory system will have a 5% lower cost index. However, those numbers are all hidden serverside and the API only outputs the final cost index for us to see. |
Aryth
GoonWaffe Goonswarm Federation
1581
|
Posted - 2014.09.08 22:16:00 -
[182] - Quote
Basically it means we are making almost as much as Jita in a single system oh dear. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
140
|
Posted - 2014.09.08 22:35:00 -
[183] - Quote
CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?1 4003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost. (You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.)
So, that means any POS's in Amarr systems are also getting the bonus from the outpost as they use the same system index or does the system index change if you manufacture in a station or in a POS and if it changes how do we get the endpoint for each facility??? |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
140
|
Posted - 2014.09.08 23:26:00 -
[184] - Quote
http://cdn1.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula.png
if that is no longer the formula, can you please advise as to the new formula - obviously we know starbase got removed |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3818
|
Posted - 2014.09.09 09:13:00 -
[185] - Quote
Kenneth Feld wrote:http://cdn1.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula.png
if that is no longer the formula, can you please advise as to the new formula - obviously we know starbase got removed
The formula is accurate (other than the reduction due to hours run. That was removed), but not for us to use, as we don't get the raw figures.
We use:
cost of materials of the output using the adjusted cost from the api, at ME 0 multiplied by 0.02 if it's a research/invention/RE/copy job multiplied by the cost index for that activity, in that system. multiplied by 1.1 if it's in an NPC station, or by the tax multiplier set on PC facilities multiplied by the team cost multiplier (team cost of 4% = 1.04 multiplier) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Jon Lucien
GoonWaffe Goonswarm Federation
68
|
Posted - 2014.09.09 10:02:00 -
[186] - Quote
CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?14003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost. (You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.)
Thank you for the clarification. I would like to point out however that the dev blog actually does tell me to multiply in the station bonus. Under the "Industry Cost Calculations" section step number 5:
"Multiply the cost by any facility bonuses as described in the ramAssemblyLineTypes"
Since this is not the case there needs to be an official word somewhere of how costs are now calculated since all of the published words are out-of-date. |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
140
|
Posted - 2014.09.09 10:12:00 -
[187] - Quote
Steve Ronuken wrote:Kenneth Feld wrote:http://cdn1.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula.png
if that is no longer the formula, can you please advise as to the new formula - obviously we know starbase got removed The formula is accurate (other than the reduction due to hours run. That was removed), but not for us to use, as we don't get the raw figures. We use: cost of materials of the output using the adjusted cost from the api, at ME 0 multiplied by 0.02 if it's a research/invention/RE/copy job multiplied by the cost index for that activity, in that system. multiplied by 1.1 if it's in an NPC station, or by the tax multiplier set on PC facilities multiplied by the team cost multiplier (team cost of 4% = 1.04 multiplier)
So, then if you say build SC/Titans in a system with an Amarr station, there is no possible way to go over system index of 5
This gives a permanent 50% reduction to all SC/Titan jobs forever
Because initially it was only supposed to be jobs in the station, but by applying that bonus to the systen, it will now apply to all POS's
BTW: - this is a Y/N question..... |
Basil Vulpine
Blueprint Haus Get Off My Lawn
42
|
Posted - 2014.09.09 10:42:00 -
[188] - Quote
Kenneth Feld wrote:Steve Ronuken wrote:Kenneth Feld wrote:http://cdn1.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula.png
if that is no longer the formula, can you please advise as to the new formula - obviously we know starbase got removed The formula is accurate (other than the reduction due to hours run. That was removed), but not for us to use, as we don't get the raw figures. We use: cost of materials of the output using the adjusted cost from the api, at ME 0 multiplied by 0.02 if it's a research/invention/RE/copy job multiplied by the cost index for that activity, in that system. multiplied by 1.1 if it's in an NPC station, or by the tax multiplier set on PC facilities multiplied by the team cost multiplier (team cost of 4% = 1.04 multiplier) So, then if you say build SC/Titans in a system with an Amarr station, there is no possible way to go over system index of 5 This gives a permanent 50% reduction to all SC/Titan jobs forever Because initially it was only supposed to be jobs in the station, but by applying that bonus to the systen, it will now apply to all POS's BTW: - this is a Y/N question.....
The station install cost modifier was originally listed as being a product of all stations in system and then applying to all jobs in that system. Hence the Liti example.
So Yes is the expected answer.
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
140
|
Posted - 2014.09.09 10:54:00 -
[189] - Quote
Maybe I missed something then. Thinking of the pre crius threadnaughts still give me headaches
I was under the impression the station bonus applied to jobs in station and the POS bonus for multiple arrays (I know it was removed) applied to jobs in POS's. I didn't think they were meant to stack based on the formula int he dev blog. basically you could remove the station component for POS jobs and remove the starbase part for station jobs
So, basically there is no reason to build anything at all from now until forever in anything other than an Amarr system and POS's get all of the cost bonus of the station.
/heads to jita and finish buying the stuff to upgrade Amarr to T3 |
Charlie Firpol
Noob Mercs Monkeys with Guns.
250
|
Posted - 2014.09.09 11:21:00 -
[190] - Quote
CCP Greyscale wrote:Czeris wrote:Why are the bpcs found in data/relic sites still me 0/0?
We discussed this and I think came to the conclusion that we should probably leave them as-is, as we'd prefer invented BPCs to be the primary source. We're aware that this devalues some sites somewhat, and it's something we will likely revisit after further invention changes are done.
Before Crius, you could get like a little gem from time to time, like a 3run BPC for a T2 large CCC with really nice ME level. You still had to invest a couple hundret million ISK and you had to babysit your order for days or weeks because the demand for those rigs is pretty low but in the end you could, potentially, make a really nice profit.
Now, if you find such a BPC, you are better of trashing it or trying to sell it to some idiot that doesnt know better on contracts. |
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3818
|
Posted - 2014.09.09 11:25:00 -
[191] - Quote
Jon Lucien wrote:CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?14003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost. (You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.) Thank you for the clarification. I would like to point out however that the dev blog actually does tell me to multiply in the station bonus. Under the "Industry Cost Calculations" section step number 5: "Multiply the cost by any facility bonuses as described in the ramAssemblyLineTypes" Since this is not the case there needs to be an official word somewhere of how costs are now calculated since all of the published words are out-of-date.
baseCostMultiplier from ramAssemblyLineTypes is 1 for all rows.
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3818
|
Posted - 2014.09.09 11:32:00 -
[192] - Quote
Charlie Firpol wrote:CCP Greyscale wrote:Czeris wrote:Why are the bpcs found in data/relic sites still me 0/0?
We discussed this and I think came to the conclusion that we should probably leave them as-is, as we'd prefer invented BPCs to be the primary source. We're aware that this devalues some sites somewhat, and it's something we will likely revisit after further invention changes are done. Before Crius, you could get like a little gem from time to time, like a 3run BPC for a T2 large CCC with really nice ME level. You still had to invest a couple hundret million ISK and you had to babysit your order for days or weeks because the demand for those rigs is pretty low but in the end you could, potentially, make a really nice profit. Now, if you find such a BPC, you are better of trashing it or trying to sell it to some idiot that doesnt know better on contracts.
Just having a quick poke at the numbers, the answer is: not so much.
The differences with ME are far far smaller now. Especially when you're dealing with limited runs.
(sure, right now the price doesn't make sense at pretty much any level (with decryptors) but that's probably due to stock. or people not paying attention.) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Charlie Firpol
Noob Mercs Monkeys with Guns.
250
|
Posted - 2014.09.09 12:23:00 -
[193] - Quote
Steve Ronuken wrote:Charlie Firpol wrote:CCP Greyscale wrote:Czeris wrote:Why are the bpcs found in data/relic sites still me 0/0?
We discussed this and I think came to the conclusion that we should probably leave them as-is, as we'd prefer invented BPCs to be the primary source. We're aware that this devalues some sites somewhat, and it's something we will likely revisit after further invention changes are done. Before Crius, you could get like a little gem from time to time, like a 3run BPC for a T2 large CCC with really nice ME level. You still had to invest a couple hundret million ISK and you had to babysit your order for days or weeks because the demand for those rigs is pretty low but in the end you could, potentially, make a really nice profit. Now, if you find such a BPC, you are better of trashing it or trying to sell it to some idiot that doesnt know better on contracts. Just having a quick poke at the numbers, the answer is: not so much. The differences with ME are far far smaller now. Especially when you're dealing with limited runs. (sure, right now the price doesn't make sense at pretty much any level (with decryptors) but that's probably due to stock. or people not paying attention.)
Well, the found BPCs should still not be plain worse than invented BPCs. Make them at least equal to give people any reason to use them. |
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CCP Greyscale
C C P C C P Alliance
2562
|
Posted - 2014.09.09 14:28:00 -
[194] - Quote
Retar Aveymone wrote:By the way, we recently upgraded a caldari outpost, here: http://evemaps.dotlan.net/system/3QE-9QThis has three factory improvements (don't ask) and should get -3% materials, but does not. I think that they're not working on any non-amarr.
ME bonuses I'm still investigating.
Retar Aveymone wrote:I guess we are only a few weeks away from outproducing jita!
If you keep your current rate of closure on Jita's weekly numbers, it'll be more like ~4 months.
Kenneth Feld wrote:CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?14003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost. (You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.) So, that means any POS's in Amarr systems are also getting the bonus from the outpost as they use the same system index or does the system index change if you manufacture in a station or in a POS and if it changes how do we get the endpoint for each facility??? Also, does that mean that system index in an Amarr station system, can essentially never go above 5?
System index is for all facilities in that system, and station types give bonuses to the system as described here: http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/. So yes, starbases in Amarr outpost systems get a 0.5x cost multiplier.
Index isn't capped at 10 so no, it doesn't mean that Amarr caps it at 5 :)
Kenneth Feld wrote:http://cdn1.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula.png
if that is no longer the formula, can you please advise as to the new formula - obviously we know starbase got removed
Starbase reduction and 0.99^ reduction are both gone, everything else is intact.
If you're trying to calculate job costs based on API data, then: - If you have access to FW or DUST bonuses, you will need to account for them manually - Otherwise, you should calculate costs exactly as described in the 3rd party blog here: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/
Jon Lucien wrote:CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 ... |
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Medalyn Isis
Rosewood Productions Stain Confederation
311
|
Posted - 2014.09.09 16:19:00 -
[195] - Quote
Medalyn Isis wrote:To confirm what the others have said.
On a copy job for one run, the price calculated using the formula ( SCI*Base Job Install Cost*0.02 ) should equal 1917.65 isk
SCI = 0.01133974 Base Job Install Cost = 8455426.366
This is for a Maller BPO.
The price I am getting quoted in game = 2110.00 isk
It seems like I didn't apply the station tax here. Although that would make it 2106.115. Is there some kind of rounding taking place which is giving me the 2110.00 final figure
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BooomBox
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.09.09 17:01:00 -
[196] - Quote
CCP Greyscale, There is one problem with the new industry interface, that doesn't make it any better than the old one in terms of comfort, at least for me:) The parameters (number of runs, team, facility, input/output hangar) for identical jobs are saved. When you change blueprint, you need to choose everything again. In the old interface there was an option, which allowed to make some job parameters (input/output hangar) identical for all blueprints. I want to suggest you to think about making such options in new interface. Cheers |
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CCP Greyscale
C C P C C P Alliance
2563
|
Posted - 2014.09.09 17:26:00 -
[197] - Quote
Minmatar outpost ME update: found the problem, working on a fix. (Upgrade mapping problem, everything else is set up correctly but it looks like you'll only get the plant upgrade bonus if you apply the factory upgrade first. No data lost, just needs some adjustments to the upgrade mapping and some DB massage for existing upgrades.) |
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Notorious Fellon
Republic University Minmatar Republic
331
|
Posted - 2014.09.09 20:03:00 -
[198] - Quote
Aside from the few quirks and oddities, I like the new interface and changes. It has made industry more enjoyable and eliminated the need of at least a couple of spreadsheets. |
Hobojoe Dimaloun
Shadow State Fatal Ascension
0
|
Posted - 2014.09.09 20:24:00 -
[199] - Quote
I do apologise, i havent read most of the posts in this so it might have already been said. Whenever i go to reprocess materials it will bring up the tab, if i just reproccess then everything is great and fine, however, if i hover over a picture to see how much is being wasted, my entire client crashes.
Just thought you might want to know |
Matthew
BloodStar Technologies
18
|
Posted - 2014.09.10 07:07:00 -
[200] - Quote
Medalyn Isis wrote:
It seems like I didn't apply the station tax here. Although that would make it 2106.115. Is there some kind of rounding taking place which is giving me the 2110.00 final figure
The job fee and the tax need to be calculated as two separate figures, individually rounded, then added together to get the total shown for the job. This is because the job fee and the tax go out of you wallet as two separate journal entries but the industry window is presenting a single total. They both also appear to be rounded to the nearest isk rather than the nearest 0.01isk. |
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CCP Greyscale
C C P C C P Alliance
2564
|
Posted - 2014.09.10 11:10:00 -
[201] - Quote
Matthew wrote:Medalyn Isis wrote:
It seems like I didn't apply the station tax here. Although that would make it 2106.115. Is there some kind of rounding taking place which is giving me the 2110.00 final figure
The job fee and the tax need to be calculated as two separate figures, individually rounded, then added together to get the total shown for the job. This is because the job fee and the tax go out of you wallet as two separate journal entries but the industry window is presenting a single total. They both also appear to be rounded to the nearest isk rather than the nearest 0.01isk.
Believe this to be the case, yes.
1917.65 rounds to 1918, 1918 * 1.1 = 2109.8, which rounds to 2110. |
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Bhock
Alea Iacta Est Universal Brave Collective
13
|
Posted - 2014.09.10 11:53:00 -
[202] - Quote
Crius was a great patch overall and the new UI really helps.
I would like to see a small tweak on the information displayed on that window, as the window becomes messy when you have Personnal and Corporation Jobs, on multiple characters.
Currently, you need to select a type of jobs to see the current number of jobs running and the maximum number of jobs of that type you can run for that character.
Step 1: displaying both types of industry jobs numbers, all the time - as soon as the window is opened, the Production and Science job numbers should be displayed - it increases readability without having to click in several places to see the same information - whenever a job is added or delivered, those numbers should change accordingly, of course
Step 2: displaying the number of jobs ready to be delivered - Adding a third information on the previous numbers would provide the number of personal jobs ready to be delivered - a proposed display of "XX [YY] / ZZ" with XX = number of jobs used, YY= ready to be delivered, ZZ= max - that display would be visible for both types of jobs (Production and Science), all the time
When you manage a lot of characters, doing both Personnal and Corporation jobs, you end up clicking away in that new UI at many locations to get that information. Such a minor cosmetic change would make a lot of differences for big time industrialists, without having to rely on out-of-game tools to provide the display (on a delayed refresh).
Thanks for the good work |
Medalyn Isis
Rosewood Productions Stain Confederation
312
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Posted - 2014.09.10 14:03:00 -
[203] - Quote
CCP Greyscale wrote:Matthew wrote:Medalyn Isis wrote:
It seems like I didn't apply the station tax here. Although that would make it 2106.115. Is there some kind of rounding taking place which is giving me the 2110.00 final figure
The job fee and the tax need to be calculated as two separate figures, individually rounded, then added together to get the total shown for the job. This is because the job fee and the tax go out of you wallet as two separate journal entries but the industry window is presenting a single total. They both also appear to be rounded to the nearest isk rather than the nearest 0.01isk. Believe this to be the case, yes. 1917.65 rounds to 1918, 1918 * 1.1 = 2109.8, which rounds to 2110. Great, ok my numbers add up now. Thanks very much for the help on that one.
Also I second it would be nice to get a breakdown of which factors are attributing to the system cost. Ie would be nice to know the job activity in system without having to back calculate all the maths. It isn't very intuitive how it is displayed on the map, as it isn't actually a proper indicator of system activity if it is taking station facilities into account. |
Ekaterina 'Ghetto' Thurn
Department 10
184
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Posted - 2014.09.10 14:11:00 -
[204] - Quote
I realise this idea wasn't in the Crius release but would it be possible to have base reprocessing rate for ore & ice listed or tabbed in the description for each NPC station Currently the only way to find out this data, other than a guesstimate based on the stations name, is to actually attempt to reprocess at each NPC station.
This would be easier and logical and would not I believe fall under the 'dumbing down' category of ideas or proposals. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3820
|
Posted - 2014.09.10 14:38:00 -
[205] - Quote
Medalyn Isis wrote:Also I second it would be nice to get a breakdown of which factors are attributing to the system cost. Ie would be nice to know the job activity in system without having to back calculate all the maths. It isn't very intuitive how it is displayed on the map, as it isn't actually a proper indicator of system activity if it is taking station facilities into account.
*inserting size 11 boot *
Probably best to think of it as 'contention for workforce, allowing them to negotiate better wages'
Lots of stations = more workers.
Amarr Outpost = slave workers. (so you pay them less)
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
146
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Posted - 2014.09.10 17:02:00 -
[206] - Quote
Is there a way to see the total job hours for game or your system?
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TigerXtrm
Black Thorne Corporation Black Thorne Alliance
868
|
Posted - 2014.09.10 17:10:00 -
[207] - Quote
One small issue; Crius has been out for well over a month now and the reprocessing efficiency percentage in the reprocessing window is still BROKEN.
This chart says max reprocessing percentage with perfect skill and implant is 72,4%.
The in-game pop-up that lists the different bonuses adds up to 72,4% like it should.
So why on earth is the indicator in the reprocessing window still broken after it has been brought up god knows how many times? My YouTube Channel - EVE Tutorials & other game related things! |
Medalyn Isis
Rosewood Productions Stain Confederation
312
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Posted - 2014.09.11 11:09:00 -
[208] - Quote
Steve Ronuken wrote:Medalyn Isis wrote:Also I second it would be nice to get a breakdown of which factors are attributing to the system cost. Ie would be nice to know the job activity in system without having to back calculate all the maths. It isn't very intuitive how it is displayed on the map, as it isn't actually a proper indicator of system activity if it is taking station facilities into account. *inserting size 11 boot * Probably best to think of it as 'contention for workforce, allowing them to negotiate better wages' Lots of stations = more workers. Amarr Outpost = slave workers. (so you pay them less) I think you misunderstood my point Steve. I want the system cost index not to include station facilities, and then a separate tool tip which would be to indicate the station facilities. So I'm not saying get rid of station facility bonuses, actually the opposite, I want them to be more of a consideration, as right now you simply look at the SCI and don't even consider the facilities.
Either way, you can search job hours and what not on the map, I guess I haven't played around with it enough. But I think the system facilities should go into the decision more, so for a start a tooltip indicating what they are would help. |
Nalha Saldana
Coreli Corporation Ineluctable.
816
|
Posted - 2014.09.11 12:03:00 -
[209] - Quote
I like the changes but there is one thing bugging me, if you right click the outcome in copying and choose view in industry the ME and TE are always 0 and the runs remaining -1.
And if you do this with a BPO off the market it acts like a BPO, the copy, ME and TE tabs are available but not the invention, this means i cannot check any invention numbers on a BP i dont own! |
Qinby
ImNo6
43
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Posted - 2014.09.11 18:25:00 -
[210] - Quote
Kenneth Feld wrote:Is there a way to see the total job hours for game or your system?
You should propably change to this thread.
https://forums.eveonline.com/default.aspx?g=posts&t=372818&find=unread
Rgds Qinby |
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