A significant update to Industry

Is there an error in the spreadsheet with the network conduits mats?
Is the 40 Hypnagogic Neurolink Booster/Cogni-Emotive Neurolink Booster/Sense-Heuristic Neurolink Booster/Ultradian-Cycling Electro-Neural Signaller correct?

This implies that at current prices these items cost 25-30m each. So using 100 of these in a faction battleship adds 2.5bn to their cost!

If one only used 1 in the blueprint, then the unit cost would be 1m-1.2m, in which case 100 would add 100m to the cost of a faction battleship.

But it does, new solo industry players can now skip the market for resources.

This new change allows new industrialists to make simple t1 ships with minerals they obtained themselves mining in high sec, so people aren’t forced to set up industry next to an existing trade hub for minerals. (And compete with the thin margins there!)

That definitely makes things easier for new industrialists.

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… Cause they’re not gonna have to go to a tradehub to sell later. Right. And they’re also not gonna need to go to null to get actually decent margins. Cause it’s totally worth it to build t1 frigates and dessies.

:smiley: You’ve gone of the ledge my lad.
This change is increasing tedium by a huge amount for everybody but the first day industrialist (that is, what industrialists do on their first day and never again). And for these first day industrialists, it’s not even a noticeable change, since in all practical sense they will be near a tradehub anyways. Next.

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You know what. Just becuase you said that im going to shut down all production and make nothing but T1 Destroyer/Frigates. Hundreds and millions of them and flood the market to a point where new players will definiately not make any profit on anything.

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It’s clearly ‘worth it’ since we don’t have a frigate and destroyer shortage.

@CCP_Rattati Would appreciate a reply on the question above.

Not as a small time high sec industrialist it’s not. It’s only worth it in large scale, with good ME. You are only proving further your utter incompetence on the topic.

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You must have the Tech2 BPO for Goalpost on Wheels. :rofl:

Also now you’re talking about profit - which is business. If you’re having trouble with profit, get better at business.

Industry is building things. If someone wants 20 Thrashers but doesn’t want to go to Jita to buy them and then fly them out 1 by 1 to where they live, it’s absolutely worth it for them to build them right where they live. Which now they will be able to. :partying_face:

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Someone starting with industry has to learn how to do industry before they make a profit.

That ‘getting into ship building industry’ part has been made easier. Whether it is profitable is completely irrelevant until that point, that would be the next step.

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Sure bud. :wink: :+1:

:goal_net:

Strawman.

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Making profit is part of industry. If you do industry just to change thing A to thing B. You are no different from people that claim, their minerals are free.

Current f* up industry and no profit in T1 (no profit for new players) is result of such attitude. Market is integral part of industry

He wrote, you can’t start industry AND make a profit.

You read, you can’t do industry AND make a profit.

that’s unrelated.

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That is ridiculous. So L1 missions should be done at a loss, then? Because they’re “learning” how to run missions? No. You don’t get into an activity at a loss. Besides, what’s there to learn? To press “build” with a simple list of requirements, and waiting? Seriously? The whole learning part of industry is the “turning a profit” part (which can be further subdivised into “mechanical efficiency” -e.g. using an appropriate structure, with appropriate rigging, potentially in more dangerous space, as well as of course the bluepringt ME-, “production line efficiency” -e.g. “what am I willing to source locally to reduce freight costs”, that’s about it in T1 manufacturing, gets more complex for T2 and further obviously-, “cornering a market”, etc.)
And, again, there was no learning difficulty in T1 manufacturing before. Now there is with the added complexity. There was no noticeable simplification of the lower “tiers” of T1s.

I’m not only talking as an industrialist here either. As a person who likes to fly ships, I’m also quite bothered that the market is gonna be upturned entirely for changes that, if I can only approve of the stated intent, will not reach any of its stated goals.
Again.

I’ll stop even trying to reply to @Xuixien, this is either masterful trolling or lack of oxygenation at birth. Can’t tell.

You’re so focused on profit that you’re forgetting that industry can have other purposes too.

I do some industry but care little about profit. I usually turn A into B because B is easier to sell, use or move. Not because B is ‘more profitable’.

Try to split ‘industry’ and ‘profit’, ignore the profit part for a moment and look only at what industry is really doing by itself: like you said, it allows players to turn A into B.

And this update allows new players to turn A into B more easily for the small T1 ships. Which was the point I was making.

When I set up my PI planets I’m definitely ISK negative at the start as initial investment (Epithals, command centers, infrastructure and upgrades). When I start doing exploration I definitely need to learn not dying before I make a profit. And it took me a while as newbe to find my footing in null belt ratting as I lost more ships to rats and enemy players than I gained ISK. Eventually when I knew how to do those activities the ISK starts to come in.

It is really common that profits are a secundary (or even lower) priority when trying something new. I don’t see why this is different for industry.

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There’s no guarantee of a price drop vs the current price, no. But there is a guarantee of a price drop vs [the price to produce if material requirements on Destroyers remained unchanged]. 25% fewer mats is 25% fewer mats.

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That doesn’t track. As you said, for the PI : it’s initial investment. That ship you use for belt ratting is also initial investment, and for industry, that’s the minerals and blueprints.
You dying in belts or explo sites is the risk of the activity, and yes you learn how to mitigate those. For industry, those risks are making a mistake in cost/sale calculations, forgetting to account for a tax, getting ganked while moving things, or simply the market shifting. This is already here.

As for your argument about turning A into B because B will sell better or is easier (thus cheaper) to move, that’s exactly talking about profit :slight_smile: It’s not only about getting the most out of the initial investment, it’s also making the process more efficient (freight costs for instance) and keeping the money in motion. It’s all nice and well to get 100% margin on an item, but if it takes 3 months to sell, you’d have gotten more out of that initial investment if the money had gone through 15 cycles of a 10% margin item in the same amount of time.
You can’t dissociate industry - fundamentally an economical activity- from its economics.

(and screw slowmode holy crap)

So you are no different from saying “minerals I mine are free”. You are decreasing value of asset.

As far I know. They could and still can mine ore, sell it on market and buy small T1 ship.

yes, so ? As you just explained, it’s totally possible to do other activities without a profit.
I tried PI in HS and the sheer taxes made me negative . You keep dying so you are negative.
You LEARN to become positive. You just don’t start positive.

You are asking for a special treatment for industry.

Actually YOU are “things I haul are free”. Ease of transport is to be taken into account in your activity, just like time.

Yes, but now they can also produce stuff. Therefore they have more choices. So the industry is more complex, and at the same time more easy to get into.

This requires a nearby market hub.

This change is a good thing. Industry was too simple and too easy. Now players will have real fun gathering all the components to fabricate what they need and construct all kinds of ships.
Finally, CCP moving the right direction and EVE will benefit from happier players.