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Thursday, January 12, 2012

Invention - the mother of all mothers.

Two years ago I embarked on a little venture in small ship manufacturing. I bought a couple of Imicus BPOs and delved into the not so fine art of invention. At the time, it was profitable. I could get a 40% profit margin out of the Helios I built, even considering that the BPCs I got from the copies I made of the un-researched BPOs were pure crap. Space Ghost, whom I lost recently, was one of these ships.

Then the market swung and Helios prices plummeted. The margins evaporated. I ceased production and moved on to other ventures. It became more profitable to sell the datacores needed for invention than to actually try and invent anything.

But that left me with a whole lot of Imicus BPCs. At the New Year, I decided to clear them out. There is no market for Imicus BPCs so I decided to invent them away. These past two weeks have reminded my why I didn't mind giving up T2 production in the first place.

Invention Jobs January 2012
Four successes in eighteen attempts. That is truly disgusting. It took 36 Gallentean Starship Engineering and 36 Mechanical Engineering data cores total to make those attempts. At current average sell prices in Essence I could have made 13 million ISK from those datacores. It's true I can make more than that building the four Helios and selling them. Prices have climbed again and the margins are back to where they were. But invention still feels like self-flagellation.

And there is a point to this whine. Industry should be challenging but not in the stupid random way it is now. Decisions should lead to outcomes - good or bad. Just like CEOs who make good decisions bring profit to their companies, industrialist's need to know their good decisions will bring more profit to them. It shouldn't be left to disgustingly pathetic random chance.

To start, I'd like to see an invention system that exhibits more in common with RL. For instance, more invention jobs should succeed the longer you try them. The odds of success should increase the more experience you gain at doing it - just like in real life. Book training can account for some of this but "on the job training" should also be valid. Eventually, with enough "on the job training," practically every job should succeed for simple things and a marked increase in success should be seen for more complicated things.

This would be a small start in correcting some of the flaws with the current economic system. Just as long lamented spaceship flaws need corrected, so do long lamented industrial flaws. With all the love CCP is giving to spaceships these days, I hope they don't forget industry. The entire production system needs an overhaul. What's worse, it seems CCP only sees it in terms of ISK faucets these days. Industry has become a way of exercising monetary policy. This has made changes to industry seem arbitrary and even capricious at times. It seriously lessens game play value for many capsuleers.

Industrialist players deserve to have their game experience improved as much as pirates and PvPers. Those groups may not understand how we can view industrialism as fun but that's their shortcoming. I derive great satisfaction in knowing the things I build make their game possible. Industrialists put in long hours contributing to the EVE community. Without them there would be no super-cap fleets to bemoan, no T3 battle-cruisers to enjoy, and no player owned customs offices to bash. CCP allows these things, but industrialists build them! In short, there would be no EVE as we know it without industrialists. Give industrialist gaming a little more love would you?

Fly careful.

1 comment:

  1. I agree with you. I do not proclaim to know anything about industry but I do agree that random success or failure is a rotten way of doing invention.


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