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NPC loot underminds the mining and production professions!!

First post
Author
Johan Toralen
IIIJIIIITIIII
#41 - 2013-06-23 17:42:26 UTC  |  Edited by: Johan Toralen
Here's an idea:

- learn reprocessing skills
- learn some trading skills
- put up some buy orders for mission loot
- babysit your buy orders while you mine
- reprocess
- multiply your daily income

But apparently it makes much more sense to defend your pathetic mining income via silly ideas then just to grab one of the many opportunities in Eve by the balls and get rich yourself, right?
Drake Doe
88Th Tax Haven
#42 - 2013-06-23 18:13:41 UTC
How does it make sense that to fix a broken item you need to use one that's not only different but of a lower quality? If making T1 mods isn't profitable enough for you, no one is stopping you from getting a t2 bpc.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Zircon Dasher
#43 - 2013-06-23 18:56:24 UTC
Erutpar Ambient wrote:
This is pretty funny. You're saying that Miners, let me emphasize here, MINERs shouldn't have monopoly on MINERal acquisition? You also think that running missions should get you isk (in faucet form), minerals, modules, LP and more isk(also in faucet form)? You think that miners who only get ore/minerals from their extremely SP intensive profession that does not overlap any other profession in any way should not have the sole access to minerals?

The reason mission running is not profitable is for many reasons. First, lots and lots of people/bots do it. Because so many people do it LP and the majority of salvage are basically worthless. There is absolutely no competition between mission runners, you each get your own semi-instance that is all to yourself where miners have to compete for limited resources especially in high sec where even the lowest end ore can be wiped out of a system at any given time. Though they could go run "mining missions" they would have to deal with rats occasionally and have to switch ships back and forth and would need extra skill points in combat to even be able to do that. And not only that but high sec miners do not have access to high end minerals at all, while mission runners actually do! And potentially unlimited amounts of them with their unlimited instanced mission sites! And don't get me started on hauling ore!

If you think mission running is not profitable without hours of bot-like grinding, try the mining profession.

As for faction/Deadspace/officer mods, I don't care if they continue to drop like normal. If you want to reprocess those for the minerals then go right ahead.


1)Your SP intensive claim is factually false.
When you remove the SP that can cross over to other activities besides mineral acquisition its really not that skill intensive.
Off the top of my head the skills that can not translate are:
mining upg. I-V
exhumer IV-V
mining V(?)

Total SP value is a few mill in absolute terms and pales in comparison to other professions (so not great in relative terms either). The fact that you think this is relevant in the first place is p. laughable.

2)Your "Mission mining requires ship changes" is also factually false. Unless you mean to tell me that mining vessels that operate in places with multiple BS spawns magically lose the ability to deal with frig/cruiser rats in mining missions.

3) Your claim that highsec miners do not have access to high end materials is factually false (hint its in the same objects that mission runners get their "minerals" from)

4) You "undermind" your own argument by saying faction/deadspace/officer are ok.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Scatim Helicon
State War Academy
Caldari State
#44 - 2013-06-23 18:57:33 UTC
Drake Doe wrote:
How does it make sense that to fix a broken item you need to use one that's not only different but of a lower quality?

Clearly the idea has no place in Eve Online: A highly realistic game which always makes sense.

Quote:
If making T1 mods isn't profitable enough for you, no one is stopping you from getting a t2 bpc.

Or, you know, just running L4s like everyone else.

Manufacturing (and by extension, mining) is totally undermined by rat loot and your argument is nothing but the usual FYGM shriek.

Every time you post a WiS thread, Hilmar strangles a kitten.

Zircon Dasher
#45 - 2013-06-23 19:07:01 UTC
TBH if people want changes to how named loot enters the game they might do better making an argument related to invention.

That said, I will be happier than a pig in **** if/when CCP removes named drops from missions. If it is perceived as a nerf by any substantial number of players there are two things that occur that will make me giggle to no end:

1) the rage threads
2) the influx of characters into activities that produce significantly more raw ISK per hour. Which will drive money supply higher along a (roughly) exponential curve.
3) drives people to purchase more alts; because specialization never necessitated interaction.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Zircon Dasher
#46 - 2013-06-23 19:09:46 UTC
Scatim Helicon wrote:
Manufacturing is totally undermined by rat loot


This is a questionable statement and hinges on vague terminology.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Adunh Slavy
#47 - 2013-06-23 20:01:46 UTC
Zircon Dasher wrote:
Scatim Helicon wrote:
Manufacturing is totally undermined by rat loot


This is a questionable statement and hinges on vague terminology.



It's not vauge at all. It's provable to anyone that has an ounce of knowledge about economics.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Adunh Slavy
#48 - 2013-06-23 20:04:31 UTC
Drake Doe wrote:
How does it make sense that to fix a broken item you need to use one that's not only different but of a lower quality? If making T1 mods isn't profitable enough for you, no one is stopping you from getting a t2 bpc.




How does it make sense? Ever heard of something called a chassis?

You can have boiled chicken or chicken alfredo.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Melek D'Ivri
Illuminated Overwatch Group
#49 - 2013-06-23 20:34:39 UTC
I will take this on a point by point.

Mining is what I started EVE on and did at least forty to fifty hours a week multiboxing and yet the income sstill was not enoguh so I started salvaging as a still quite inexperienced player. Suddenly I could afford things I could not before. Like PLEX. To keep playing EVE. Corps like Pro Synergy are great for the game because they help the market and missioners and dalvagers AND producers.

Mining does not generate the amount of minerals therefore income that it should but this does not mean othr ytrades need nerfing. I regularly sell billions worth of minerals to mske up for miners that cannot meet deamnd. CCP buffed high en nulsec ores to help with this but its still not enough so module melters like me still have a job.

Also by monopolyzing mining as the sole source of minerals you HUGELY encourage even more botting which CCP wants to KILL not reward.

And !another! thing is the reason npcs drop non-epic loot is because they 'use' them. Yes they are better than meta zero but that is because meta zero is the only thing for tech two builders to build from. There is no method to improve meta stuff otherwise so it is essentially useless. These drops are NOT epic in any way and it takes a lot of them to be of any worth which means a lot of time spent doing it.

Missions have been nerfed and so has salvage on MANY levels over the last two years. The only thing I agree with you on is that the mineral you get should increase.
Scatim Helicon
State War Academy
Caldari State
#50 - 2013-06-23 21:47:53 UTC  |  Edited by: Scatim Helicon
Melek D'Ivri wrote:
Mining does not generate the amount of minerals therefore income that it should but this does not mean othr ytrades need nerfing. I regularly sell billions worth of minerals to mske up for miners that cannot meet deamnd. CCP buffed high en nulsec ores to help with this but its still not enough so module melters like me still have a job.

Miners 'cannot meet demand' in part because mining is sub-minimum wage gutterscraping when they're competing with missioners who get handed meta 1-4 modules to melt down or sell as they wish. As well as mission ISK rewards. And LP. And bounties. And salvage. And standings.

And as has already been stated, the effect on mission runners would be negligible since the value of the broken components being looted would be close to the previous value of the intact modules being looted.

Quote:
Also by monopolyzing mining as the sole source of minerals you HUGELY encourage even more botting which CCP wants to KILL not reward.

Because the bots in Eve are all miners, and there are definitely not mission running bots infesting the empire mission hubs at all. Even if you were correct to suggest that (source?) your argument here is basically 'don't rebalance anything at all ever because some people might be encouraged to use bots, any activity that is possible to bot should be nerfed into oblivion'. That's a dumb argument.

Quote:
And !another! thing is the reason npcs drop non-epic loot is because they 'use' them. Yes they are better than meta zero but that is because meta zero is the only thing for tech two builders to build from.

WRONG

As you can plainly see from the above link, mission loot even disincentivises meta 0 manufacturing for T2 invention purposes, since the chances of successful invention increases when using meta 1-4 loot.

Quote:
Missions have been nerfed and so has salvage on MANY levels over the last two years. The only thing I agree with you on is that the mineral you get should increase.

The effect of increasing raw supply without a corresponding increase in demand is to deflate the value. That's why making meta modules a mineral sink (by requiring a player-manufactured meta-0 module to be consumed in the creation of a meta 1-4 module) instead of a mineral faucet incentivises mining.

Every time you post a WiS thread, Hilmar strangles a kitten.

Zan Shiro
Doomheim
#51 - 2013-06-23 22:12:00 UTC
T1 has its sales base. It be as the base item for t2. Its just so happens most t2 builders have that t1 bpo and work from that. If you made t1 your key to financial success....you generally backed the wrong horse.


T1 mods have never been the path to riches in this game barring a few items. You have to pick the t1 items with no t2 or the t2 is not commonly used for whatever reason (its hard to fit, little return, pita to train, etc.).

Making 200mm AC T1 guns will not make you rich fast. T1 bomb launchers might. Not all train for the t2 launcher. Its reward for the training is not game breaking. I tbh trainied it only because in a perc/will rempa cycle and said wth, lets do it. T1 gang links as well....the path to pro boosting is a long one so most boosters ride out fitting lowly t1 for quite a while.

Or....you are going to have give competitive pricing with the t1 you make to enitce t2 builders to buy it. When I did indy if making say 425 II rails I knew going to jita exactly how much it would be to make them piece by piece. If while picking up the moon goo and such I saw 425 I rails for a fair price I picked them up to save some production time. Charge a higher price...well I 'd jsut make them ore by ore and component by component.

Zircon Dasher
#52 - 2013-06-23 22:40:58 UTC
Adunh Slavy wrote:
Zircon Dasher wrote:
Scatim Helicon wrote:
Manufacturing is totally undermined by rat loot


This is a questionable statement and hinges on vague terminology.



It's not vauge at all. It's provable to anyone that has an ounce of knowledge about economics.


You are forgetting the qualifier that was used-- "totally". This term deals with the degree of impact, but "totally" does not admit of a specific quantity (outside of perhaps 100%). As such, the term is rightfully considered vague.

His claim is questionable since it admits of false, true, and indeterminate Truth values as we move across the full range of degrees in possible impact.

If you thought I was questioning whether NPC mods can have an effect on manufacturing: you assumed I made a much stronger claim than I did.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Zircon Dasher
#53 - 2013-06-23 22:45:36 UTC
Scatim Helicon wrote:

The effect of increasing raw supply without a corresponding increase in demand is to deflate the value.


This is exactly why I thought CCP should not have increased the amount of low-end minerals in 'roids. It was a NERF to mining as a profession.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Adunh Slavy
#54 - 2013-06-24 00:58:59 UTC
Zircon Dasher wrote:

If you thought I was questioning whether NPC mods can have an effect on manufacturing: you assumed I made a much stronger claim than I did.



Fair enough

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Shereza
Center for Advanced Studies
Gallente Federation
#55 - 2013-06-24 02:01:23 UTC
Erutpar Ambient wrote:
Let me know what anyone/everyone thinks!


You ________________________________Your rocker
__|______________________________________|

That's what I think.

You're suggesting replacing items with items to make items which just increases the work involved in getting those items to market with no increase in enjoyment of gameplay and a nasty reduction in game immersion/realism. NPC ships should function no differently from PC ships in that when you blow them up you get free (to you) stuff. The idea that named and deadspace items shouldn't be sacrosanct from manufacturing queues is one I can agree with, but your proposal for dealing with that situation just doesn't work. Introducing BPCs to produce named items and having them drop from NPCs and NPC structures would be a much better way of achieving that.

Your idea proposes a significant amount of work for CCP and an ongoing work increase for players with no commensurate gain in enjoyment for them or the player base. Well, no gain unless you're a miner/industrialist grinding out T1 items and wanting to boost your income...

Also, making NPCs drop items to upgrade T1 items into other items doesn't actually make T1 items more useful for their specific purpose, it just makes them more purchased to fill another role. Furthermore the only minerals I have yet to mine in high-sec are megacyte and morphite. Morphite is irrelevant to the discussion at hand while it pertains strictly to T1/named items, and if you can find anomalies with megacyte-bearing asteroids in high-sec megacyte isn't a "can't mine in high-sec" mineral either.

Erutpar Ambient wrote:
Hello WOW players. Just wanted to let you know about this little ideology we have here in EVE Online.

http://jestertrek.com/eve/blog/2012/balance-yes.png

"Free Loot from NPC's" doesn't seem to show up in that cycle. I'm trying to imagine how to relate killing NPCs to actual sandbox activities. Oh I know! *Stab random natural sand mound, obtain free sandcastle*

...

Erutpar Ambient wrote:
Seriously though, if you have input then by all means throw it in there. If you're just here to flame then go to General Discussion. And if you want to farm mobs for epic loots, then go back to WOW.



Free loot from PCs doesn't show up (explicitly) in that cycle either, but that's kinda sorta what it's like for players. It's unrealistic to make NPCs function any differently from PCs in that regard. Likewise the only reasonable way to acquire officer items is to "farm mobs for epic loots." That's already an aspect of gameplay and one that CCP is very unlikely to change in the near future.

Scatim Helicon wrote:

WRONG

As you can plainly see from the above link, mission loot even disincentivises meta 0 manufacturing for T2 invention purposes, since the chances of successful invention increases when using meta 1-4 loot.


I rather think that his point was that you need T1 items to produce T2 items, not that you "need" T1 items to invent T2 BPCs.
Drake Doe
88Th Tax Haven
#56 - 2013-06-24 02:17:55 UTC
Adunh Slavy wrote:
Drake Doe wrote:
How does it make sense that to fix a broken item you need to use one that's not only different but of a lower quality? If making T1 mods isn't profitable enough for you, no one is stopping you from getting a t2 bpc.




How does it make sense? Ever heard of something called a chassis?

You can have boiled chicken or chicken alfredo.

Try fixing a brand new laptop with parts for a model 5+ years old, by a different manufacturer.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Drake Doe
88Th Tax Haven
#57 - 2013-06-24 02:20:08 UTC
Scatim Helicon wrote:
Drake Doe wrote:
How does it make sense that to fix a broken item you need to use one that's not only different but of a lower quality?

Clearly the idea has no place in Eve Online: A highly realistic game which always makes sense.

Quote:
If making T1 mods isn't profitable enough for you, no one is stopping you from getting a t2 bpc.

Or, you know, just running L4s like everyone else.

Manufacturing (and by extension, mining) is totally undermined by rat loot and your argument is nothing but the usual FYGM shriek.

You already have what the op is asking for in t2 weapon bpcs, which generally sell for the most and are the best meta available period, as far as guns go.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Adunh Slavy
#58 - 2013-06-24 02:38:42 UTC


Shereza wrote:

You're suggesting replacing items with items to make items which just increases the work involved in getting those items to market with no increase in enjoyment of gameplay and a nasty reduction in game immersion/realism.


^ Opinion

Lots of people have fun making stuff. And you want to mention realism and immersion, on Eve, really? How realistic is it that when you blow up a ship you get a 100% fully functional item? Why aren't you upset that you can't get minerals from wrecks? Some of those pirate ships are pretty big, and all that is left is some melted cap parts, no minerals but a fully functional gun that shoots car sized ammo?

And you mention realism. LOL, yeah, whatever.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Shereza
Center for Advanced Studies
Gallente Federation
#59 - 2013-06-24 03:15:32 UTC
Adunh Slavy wrote:
^ Opinion

Lots of people have fun making stuff.


Lots of people have fun clicking several times on a couple windows and then waiting minutes to hours or even days for the finished product to be spat out? Interesting. I might buy that if the production process in EVE were more involved and entertaining, but it doesn't really need to be either.

Adunh Slavy wrote:
And you want to mention realism and immersion, on Eve, really?


I'm sure that the idea that in-game reality needs to be both immersive and realistic within the context of the corresponding game universe is a shock to many people, but that doesn't make it untrue.

If you don't like realism and immersion in EVE then why not campaign to have MLP spaceships? I don't mean something like the Hello Kitty skinned apocalypse or kestrel, I mean actually flying around in Applejack with a couple Dual 650mm ACs mounted on her flanks? Maybe go munch on an alfalfa asteroid or two and then fly in front of an iteron undocking from Jita when she has to "drop some dumplings" or whatever euphemism you wish to use? Maybe we could also implement some sort of pokemon mechanics involving exotic dancers, slaver hounds, slaves, scientists, and related "commodities." "Exotic Dancer uses Strip against Slave. It's super effective!" Lol

If you want to toss out the idea that realism and immersion are necessary then let's go whole hog here, chief.

Adunh Slavy wrote:
How realistic is it that when you blow up a ship you get a 100% fully functional item?


About as realistic as blowing up a ship and not getting any items. I personally wouldn't have a problem with modules ranging from 100% condition to 0%-but-not-quite-destroyed to completely destroyed both with PC and NPC drops.

Adunh Slavy wrote:
Why aren't you upset that you can't get minerals from wrecks?


When did I say I was(n't)?

Adunh Slavy wrote:
Some of those pirate ships are pretty big, and all that is left is some melted cap parts, no minerals but a fully functional gun that shoots car sized ammo?


Gun could've been blown off, and keeping it associated with the wreck/post-salvage loot can is part of the Keep EVE Beautiful progra... I mean just a way for CCP to help reduce the "clutter" taking up CPU cycles and database/RAM space. Also, referring to large projectile ammo as "car sized ammo" is a tad misleading given that 1400mm is only approximately 4.6' diameter, and that's just for the largest Large gun. At the smallest that "car-sized ammo" is maybe 1.4'.

Now I'll meet you halfway here. You propose an idea for reprocessing wrecks to retrieve their (remaining) mineral value and I'll critique it. Bear in mind that it has to cover the following issues:
#1 If it's a mobile platform how big is it? What skills will it require to fly?
#2 If it's an immobile platform how will you move the wreck to it? I could see carriers moving sub-cap wrecks to a "reprocessing array" in no/low-sec, but what about in high-sec? Maybe an orca for sub-BS ships, but how will you reprocess the wreck of your beloved typhoon?
#3 How do we continue to remove minerals from the game environment if PC ship destruction is no longer a guaranteed mineral removal and NPC wrecks are, within the confines of #1 and #2, more or less guaranteed minerals of one amount or another?
Adunh Slavy
#60 - 2013-06-24 03:31:35 UTC
You expect me to waste my time to come up with a proposal on how you can reproc rat droppings to minerals when rats dropping too many things, including minerals, is what I and many others see as a problem? Right.

Write all the words you want. It does not change the fact that many professions in Eve are supressed because shooting rats generates resources that are also generated by those other professions.

Why not have rats just drop everything, then we can get rid of moon mining, mining, ice mining, invention, manufacuring. That'll save CCP tons of database space and processing over head.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt