CCP Plans Massive Layoffs across New Eden in YC 117

 
One week before Christmas EVE, CCP RubberBAND rocked the non-capsuleer community by announcing the massive layoff of all Industrial teams across New Eden. This has left many researchers, industrialists and scientists wondering where they will find the income to pay for yuletide presents for their young ones. As many capsuleer industrialists know, teams were introduced in the Crius expansion with much anticipation. The mechanic allowed for teams of NPC specialist workers to boost industry in various ways. Marketed as the Research and Industry equivalent of boosters, the teams were supposed to provide bonuses to material efficiency, production efficiency, and research time efficiency, as well as several other related bonuses, for a limited duration. Both CCP and the Industrialist community believe that the core idea was strong. However, after six months of data showing the usage of the teams, it was determined that it was time to pull the plug on this new mechanic. CCP RubberBAND stated that while the idea was good, “it is apparent to us that usage of teams has been very low relative to the goals we set for it–with single figure percentage use in manufacturing jobs and near nonexistent use in research.” This tends to coincide with player opinion on the usage of teams for manufacturing and research. The percentage increase to efficiency was often less than the hassle it was to operate the teams. The possibility of last-minute auction sniping meant that only the very best teams were watched, and it also meant that certain time zones were exempt from the possibility of competing for a team. CCP has announced that the industrialist teams will be slowly phased out over the next month or so. Currently the plan is for no new teams to appear by the end of the year, and the teams that are available will just naturally fall off when their work cycle completes. At the earliest expansion, the UI for Work-Teams will be removed from the Industry panel. CCP rubberBAND has also stated that during this process, the ‘topography’ and landscape of industrialization will continue to be monitored and corrected should something unexpected occur. [Read: A bug is found]
teams
The most interesting thing about this announcement, is that it shows CCP is now confident enough, and mature enough, to look at a process they implemented, determine it wasn’t working, and remove it. In the past, this has been sadly lacking. It was far too often for CCP to state things were “working as intended” when they clearly weren’t, or just simply ignore the issue altogether. Unfortunately, in the announcement, CCP RubberBAND did state that it was unlikely that work teams would be visited again in the near future. Hopefully, teams will not be shelved entirely and will make a triumphant return. One such idea, as a correction to the ineffective auction system, would be for players to create teams themselves utilizing the slaves, scientists, tourists, homeless and the various other NPC populations. Planetary Interaction could also be brought into the mix, allowing players to select certain people-classes to “hire” from terrestrial planets, based on skill and population density. An entirely new economy could arise, allowing for human resource managers to collect and create work teams, similar to how Boosters/Drugs are player-created. In fact, through the utilization of slaves to improve production efficiency, or time efficiency, CCP could bring about a moral dilemma of capsuleers-turned-slaver. This action could bring about slavery/smuggler paths through low-sec, or attempt the much riskier activity of slave-running through high sec, where CONCORD and three of the major empires find the practice illegal. Much like minerals are racially divided, perhaps also NPC workers could be divided among the different areas, with Caldari having a high percentage of scientists, and Amarr a much denser slave population.
Tags: Georgik, industry

About the author

Georgik Sojik

Georgik is a Sniggwaffe graduate and Habitual Euthanasia member who dabbles in wormholes and industry to support a disturbing obsession with kpop which prevents him from investing any more time than he has to in funding his mediocre PVP activities.


  • Viince_Snetterton

    So much for the push-pull concept that was so loudly, proudly, and naively proclaimed by CCP. So what is going to be the “pull” mechanism now? Or does this mean that the “push” mechanism is also a total failure, and turns out to be something that just drives people from the game?

    • Georgik Sojik

      It’s not necessarily dead, there are still other factors that can have a much greater impact on spreading out the economy. Most notably the JF nerfs that they attempted, and then pulled back on. As it stands now, however, the push/pull plan seems on the back burner.

      It’s still a good plan, I’d personally like to see more markets appear in lowsec/null sec as well as larger markets in each region. The work teams were a good step towards that, but there were a lot of issues with it and not really implemented in the best way.

      With Thera providing another unique system, and possible market, and hopefully the return of the 5LY jump-freighter, and better Low/Null economic policies coming in 2015, the push/pull mechanism could still be seen.

      Of course with the current push by CSM/CCP to work on sov and poses, it might be a few months.

  • Kamar Raimo

    I don’t quite understand why they have to take out a mechanic just because it is not used enough. So what if only a few players make use of teams? Is that a reason to throw away all the work that went into them?

    • jdizzler

      To be honest, I agree with the pull. Teams add complexity to an already detailed process. Those who do nothing but industry will be well versed in the mechanics, but more casual users won’t. Once that happens, the casual industrialist will be put-off even starting because the old-hands will always be able to undercut them through the use of teams. The pulling of teams simplifies the process and enables each industrialist to compete based upon their ability to source materials and have a good BP. If it is eventually fixed, it needs to more accessible to everyone.

    • Saint Michael’s Soul

      We realy liked them and we’re slightly upset they are being pulled. We specialise in mass production of t2 ammo and it was easy to grab a team to come and work in a WH or two, as there wasn’t a lot of competition. Yes, the auction interface sucked, but I don’t think the feature needed canning just because it wasn’t used that much. It was a nice variable for us that enabled us to expand our profit margins 🙁

      That having been said, no-one in corp was ever quite sure how they got into the WHs under their own steam ….

    • Smokey

      It’s a bad mechanic that wasn’t producing content, wasn’t passing the quality check. CCP probably figured out that leaving an almost dead feature to clutter the game and add complexity is not a good idea, so they removed it to work some more on the concept.

  • Smokey

    I had always felt that the person/team that made these didn’t have much experience with how industry is used by players. I’m only a casual builder and something like this was clearly intended as a boost for large alliances.

    Industry is mainly solo gameplay and requiring players to band together to get the advantages contradicts the play style it is made for. From what I can tell the bonuses were generally quite meh, so I fail to understand why they decided not to have hundreds of teams available.

    Too bad there’s no industry guy on the csm, since ccp clearly needs help learning what makes industrialists tick.