Serious revisions to industry will be the theme of the coming summer expansion for EVE Online, according to CCP Games. As of the writing of this post, the first two of a planned six dev blogs about all the changes to research and manufacturing have been released. While the full impact of each set of new features won't be known until all six dev blogs are published, the changes announced so far clearly show that manufacturers in New Eden will have to rethink just about everything they do. So far, it appears that this is a good thing.
The EVE University wiki is going to need some significant updates - and I couldn't be happier about it. The mechanics of refining and reprocessing have always struck me as odd, because they allow unnatural things to happen, including:
- absolutely perfect extraction of minerals with zero waste (under the right conditions)
- reprocessing items into raw materials which then have a total volume greater than the original item
These quirks encourage bizarre behaviors, like manufacturing large railguns simply because they are a more efficient way to transport raw materials. But this all changes with the summer expansion.
When released, the new system will reduce base reprocessing efficiency significantly from current levels, and also reduce the degree to which skills and implants improve reprocessing abilities. A character with maximized skills will see reprocessing rates decline by by 27.6 percent. This sounds like bad news for industrialists, but the reprocessing efficiency reductions are offset somewhat by a boost in minerals and ice products gained from reprocessing ore and ice blocks by more than 38 percent.
In short, ores and ice will have more good stuff, but it will be harder for industrialists to extract that stuff out of them. The dev blog includes some helpful before-and-after tables showing the precise amounts and effects of these changes.
As someone who makes most of his ISK income from manufacturing, I think that the net effects of reprocessing changes are all welcome, even though they will require more investments:
- There is now a good reason to maximize reprocessing-related skills. Under the current system, one can achieve perfect refine without taking all the needed skills to level V. I am now training my industrial characters to level V in all Ore Processing specialty skills. Under the new system, there will always be some incremental improvement achieved with each skill level trained.
- There is now a good reason to buy and use reprocessing-related implants. After the first dev blog was published, I immediately ran to Jita and purchased Zainou 'Beancounter' Refining RX-804 implants for all my refining characters. Any serious industrialist should do the same.
Doing industrial activities in starbases and outposts will also get some love. Reprocessing arrays will become easier to use and provide more base efficiency. In addition, CCP Games is making compression of ores and ice products sensible by improving ratios. Further, a new Compression Array that provides Rorqual-equivalent performance in player-owned starbases now makes it more logical to actually compress ores for efficient shipping, instead of manufacturing an item and then reprocessing it at the shipment destination. Compression blueprints will no longer be required in POS arrays or for the Rorqual. The new Compression Array will be available anywhere - even in high sec space.
CCP Games teased us with a glimpse of a new user interface for reprocessing. They promise that it will be more intuitive and easier to use, with drag-and-drop functionality, and more information provided to the user. It certainly looks more colorful and graphical than the dull text-based click-fest UI we have to endure today.
I like all of the planned reprocessing changes. The physics now make sense. They encourage more investment in all the processing-related skills. They don't impact miners and industrialists too adversely, though we will have to be more serious about developing production-focused characters. And they provide some new opportunities. I'm looking forward to experimenting with the POS arrays for reprocessing and compression, though I'm not entirely certain what affects they will have yet on resource management practices. Regardless, it'll be fun to tinker with it and figure it out.
The second dev blog provided a preview of planned changes for the manufacturing system in EVE Online. This post shows the degree of change that CCP Games' developers have in mind for improving industry in the game, and the full scope of planned revisions is extensive.
I'm all for making manufacturing easier in EVE Online. Today, many aspects of that system are quite arcane, and take more effort than should be required to master. It's clear that CCP understands this, and intends to make industry a more accessible career option for more players.
To this end, the summer expansion will include many improvements in consistency and ease of use for industry functions. For example, the word "refining" will disappear, and all material transformations will be a form of "reprocessing" - this kind of consistency appeals to my OCD nature, so this is a good thing. The market listings of items related to manufacturing will be reorganized into three logical groups - materials, components and research equipment. Thank goodness for this - hunting for what I needed in the nonsensical structure of the market's Manufacture & Research category was always a pain.
Some aspects of the manufacturing process are being simplified. For example, Robotic Assembly Modules (R.A.M.) and Research Database (R.Db) items, which are used in building things, will no longer be damaged in manufacturing. They will simply be another blueprint-required item for making something. In addition, "Extra Materials" in certain blueprints will be incorporated into the regular materials required. Candidly, that distinction never made sense to me anyway, so I welcome this simplification.
The most intriguing change to manufacturing is the elimination of limited numbers of research or production lines, or "slots". In fact, the concept of "slots" for different kinds of manufacturing and research jobs is going away entirely. In the current system, you have to queue up jobs behind others if all the slots are filled, resulting in long wait times. In the new system, submitted jobs will start right away, but if there is a lot of demand for those kinds of jobs in a particular location, the costs will be higher.
I love this change. No more waiting for available production lines! Instead, I will need to consider the costs of submitting jobs in stations, in order to preserve profit margins. According to the dev blog, costs should range between zero and 14 percent of the base item being produced. But this still provides more control and more options - both of which are good game design. It will also encourage players to seek lower-cost production options in a wider diversity of stations, spreading the demand across a larger number of facilities in New Eden. It should also provide incentives to players to build or enhance POSes for manufacturing and research, in order to control variable production costs better.
In addition, the manufacturing UI is getting some attention, too. While not yet complete, the prototype that CCP Games shared in the dev blog is certainly striking.
POSes for Everybody!
With the removal of slots for research and production jobs, the demand for putting up mobile laboratories in player-owned starbases should normally decrease, as players will be able to start research jobs in stations more easily. To offset this, CCP Games will adjust the risk-reward ratio to encourage the use of POS-based facilities. Essentially, this means that industrialists will need to chose between between the safety and convenience of using facilities at NPC stations or using higher efficiency facilities in starbases, but with a higher risk of loss.
Currently, industrialists may keep blueprint originals in station hangars and run research jobs on them in POS facilities remotely, thus keeping the BPO secure. With the summer expansion, this will no longer be possible - research and copying jobs will require the BPOs to be located in starbase structures.
To compensate for this exposure, Mobile Laboratories and Assembly Arrays will be more efficient - although the exact numbers have not been released by CCP Games.
To provide further incentives to players to set up POS facilities in high sec space, CCP will remove requirements for standings, and POSes may be set up in any system (with a few exceptions including Jita or new player starting systems). This means that players will not have to grind missions to attain enough faction standings to set up their own POS in empire space.
I have mixed feelings about these changes. Requiring BPOs to be placed in POS structures as part of research and production jobs exposes those valuable assets to risk of theft by other corp members. If there was a way to lock down BPOs within a POS structure, that would help minimize this risk, but that is not currently possible. Instead, this change will likely force more players to set up their own 1-person corporation and use that to establish their own POS for private, personal use only. This is exactly what I have done with my own production alt character. We may see the the use of POSes by teams greatly decline - and the number of POSes explode.
Players are also asking CCP Games to make it easier to destroy inactive POSes now established. The devs have said they are looking into this, but have not yet indicated if or how this might be accommodated.
Until we see the actual performance numbers on revised POS-based facilities, it's impossible to know if this is a horrible change, or the greatest thing ever. I shall wait in hope.
I am eager to see what else CCP Games has planned for industrialists in the summer expansion. The next dev blog will cover the new user interface in detail. Will it finally allow batch submission of multiple research or manufacturing jobs? Currently, if I have ten blueprint copies that I want to run Invention jobs on, I have to click the same pattern of buttons and text items ten times. I've gotten used to it, but after sixty or so clicks, it becomes really annoying. If only I could drag and drop all the items and blueprints for all ten jobs to a POS structure, let the client sort it out for me, and then press one "Submit" button to start them all.
If the new industry UI lets me do that, I think I shall shed a tear of happiness - maybe two, in fact.
I'm very curious to see the details on job cost scaling, too. This is where the new model could go horribly wrong. If the emphasis swings too far towards rewarding "higher risk" production in null sec space, while penalizing "lower risk" production in high sec space, I shall be one very concerned capsuleer. I'm all for boosting industry in all lower-security spaces - 0.0, low-sec and w-space - but I hope that does not mean that high-sec production is going to become nonviable as a possible ISK-earning career.
I'm probably worrying too much about this. Until we see the final numbers, it's impossible to evaluate properly. Again, I shall wait in hope.
Most intriguing to me is the last planned dev blog on coming industry changes - the one that will describe "Teams" - "the workforce used for industry jobs in the new system."
In a prior blog post, Where are all the people? - Part II, I proposed incorporating population as a resource for use in a wide variety of game elements, including the operation of industry in starbases and POSes. Did CCP Soniclover read my blog post? Am I indeed the original source for what is likely the greatest addition to EVE Online game design ever?
Or will I be blamed for the worst idea yet introduced to the game, and become the despised pariah of all industrialists in New Eden?
Who knows? We'll have to wait for that dev blog to find out. Until then, I shall wait in hope.
Fly safe! o7