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[Kronos] Mining Barges and Exhumers

First post First post First post
Author
Erutpar Ambient
The Scope
Gallente Federation
#901 - 2014-06-11 05:18:57 UTC
Daichi Yamato wrote:

And yet this is one way it has been translated into text for decades.

Khan Wrenth wrote:
, I'd say a 50/50 mix of Hulks and Skiffs

To accurately convey the idea of a fraction, you should have said "Hulks to Skiffs". Thus the confusion.

Quote:
So what if there is extra reliance of the good intention of others? u mean like sharing loot/objectives in missions or exploration?

The point is that these problems are counter productive to getting pilots to fleet together. Do you disagree with that?
Quote:
I'm not a solo player

I consider myself a "solo" miner

solo miner = solo player? Hmmm that's funny, i didn't realize that if i'm a solo miner i have to solo everything else in game too.. Very interesting.
Quote:

edit-

i also forgot to mention, if u look at the payouts for 5x man incursions ull see they are pretty low.
so 5 ppl running level 4 missions will make them more money each.

A 5 man incursion pays each pilot 50,000isk and 50 CONCORD LP and takes 1-3 minutes to complete. That's 250,000isk and 250LP every 1-3 minutes total. Thats up to 15mil and 15,000LP per hour. So the L4 mission rewards are worth 5x this amount? (it's been a while since i missioned so I'm not actually sure if it is or isn't)
Erutpar Ambient
The Scope
Gallente Federation
#902 - 2014-06-11 05:40:09 UTC
Daichi Yamato wrote:

nah it is, ur sharing boosts as a group, u can share a hauler as a group. Theres sometimes a good reason to split a fleet between belts. its still group play.

So you don't care how little emergence there is in the group, as long as you're in a fleet it's still "group play"? So if you're pvping in a fleet and you go off and kill something by your self, it's not a solo kill because you're in a group?

Quote:

Nice try, but its unique to every fleet. In the example i gave it frees up an extra account for maybe a hulk. thats nearly 2000m3 each min with a tanked hulk. Enjoy.

This example you give makes the assumption that the extra hulk would have been a dedicated hauler. When in all likely-hood it would have been another barge that would switch to a hauler occasionally. Or If they were a solo player they could have been in a Mackinaw before and then get to switch to a Hulk. And judging by the numbers posted previously you'd increase your yield from 1312 m3/min to 1578m3/min, or a 17% increase in yield.

That 17% increase is really the best case scenario and that's assuming the hauler is doing it for free. For anyone with multiple accounts the benefit drops dramatically from there. But this is on top of having to first find a mining op and having to rely on someone doing the extensive work required to keep track of each individual's contributions.

Quote:
So u admit the reward is there if u put in the work?

I'm not saying there isn't any benefit to grouping, I'm just saying there isn't enough reward for the work required.
Reward/Work ratio is way too low.

The only way for Cohesive Fleet Mining to become desirable is to either increase the Reward or decrease the Work of fleet mining. That's what I'm saying.
Smugest Sniper
neko island
Deedspace Consortium
#903 - 2014-06-11 06:52:44 UTC
Ultimately I think the situation comes as follows.

High Sec: Vast amounts of easy ore with little to no non-play risk

Low Sec: Order of Magnitude higher but Risk return on a venture is enough that these ships are much more manageable to take into lower sec space as well as limited WH envoy's.

NPC-Null-sec: Almost never a good idea to have operations in unless it is not frequently bubbled or camped. Rewards are pretty decent for a ninja fleet, but nothing super amazing.

Sov-Null: King Big Nuts, you live and work here with usually less people traffic than high-sec at nearly 4 to 5 times the rate of return because of Rorqual boosting. Less time is needed in a belt to make a safe profit or operational activity.

Predictions based on coming events:

Low ends will no longer be purchased out of High-sec and shipped to null for production, It is no longer a short fall for low end minerals in null with coming changes.

High-end minerals will see a boom in prices and shipped almost exclusively from null with a limited and even scarce supply coming from module reprocessing. However, this will bring a increase in module reprocessing and volume of consumption and more demand for mission running and clean-up services may occur.

High-sec solo miners will be slowly contracted out or banding together, profits mining alone are paled in comparison to running in a boosted operation, solo miners will submit to entities like CODEdot or shackle on to Industrial corp ore buying programs.

New mining players currently will be subjected to the fruits and failures of the general problems inherent of being a noob losing their ships doing dumb things in low and null-sec(they already are) and either quit there or find something safer; A few cunning and well guided newbies will learn the tricks of the trade and thrive in this environment. Slowly they will either develop a distaste for mining in such a small ship and work to a procurer or retriever and follow into null-sec or low sec corps as players. The players who fail initially will have the hardest time going back to try it, as it will scare them with the inevitable stage most newbies reach being unable to buy even the simplest of commodities for a fair amount of time.

I know that when I was a new fresh faced bright eyed minmatar pilot, that I wanted to fly the biggest ship with the largest alpha strike format in the game: The Maelstrom. I also was attempting to run my account on plex, as you may guess This took a while, and I would occasionally be set back on ISK far enough I would have to wait until I could buy a month and generate isk again for more plex.

My playing of the game at that time was dependent on the grinding of isk to keep playing, what I fear, is that it will be so far out of a new players reach to plex an account that many will not stay in long solely for that reason alone. Can you imagine the weight of having to grind almost a billion isk on a fresh character with no guidance to try and keep playing this game?

It's not a fun thought to have that kind of pressure on a new player, and so the learning cliff of EVE continues to raise it's peak on a mountain of newbie blood and corpses with the bar being set ever higher to not pay a flat subscription fee.

However, I am a scumbag and have my account paid for me by glorious friends who work for a living Blink
Vhelnik Cojoin
Pandemic Horde High Sec Division
#904 - 2014-06-11 09:50:01 UTC  |  Edited by: Vhelnik Cojoin
Erutpar Ambient wrote:
What are the numbers like vs a Thrasher?

What are the numbers like on a Skiff in comparison?

EDIT. Changed numbers for Thrasher, had forgotten to put rigs on it... Oops

Post-Kronos, EHP numbers are without links or overheated shield hardeners:

Hulk, DC-II + tanked against Void:
1578 + 309 m3/min.
28.9k EHP against Void.
25.6k EHP against Hail.

Hulk, max. yield + tanked against Void:
1720 + 309 m3/min.
20.0k EHP against Void.
17.5k EHP against Hail.

Mackinaw, max. yield + tanked against Void:
1312 + 309 m3/min.
24.5k EHP against Void.
21.0k EHP against Hail.

Skiff, max. yield + tanked against Void:
1312 + 309 m3/min (same as Mackinaw, as intended).
101.4k EHP against Void.
82.1k EHP against Hail.


T2 fit Thrasher does 8964 damage in 18 seconds (0.5 sec) w/ heat.
T2 fit Catalyst does 11952 damage in 18 seconds (0.5 sec) w/ heat.

Due to the Catalyst damage being 33% higher than that of the Thrasher, gankers are better off always flying Catalysts. This is true even when the mining ship is tanked against Kn/Th damage, and is also the reason why you should always fit mining ships against those specific damage types.

[Skiff, Tough Cookie]
Mining Laser Upgrade II
Mining Laser Upgrade II
Mining Laser Upgrade II

Kinetic Deflection Field II
Thermic Dissipation Field II
Adaptive Invulnerability Field II
Limited Adaptive Invulnerability Field I
Survey Scanner II

Modulated Strip Miner II, Veldspar Mining Crystal II

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Have you Communicated with your fellow capsuleers today? It is good for the EvE-oconomy and o-kay for you.

Vhelnik Cojoin
Pandemic Horde High Sec Division
#905 - 2014-06-11 10:18:15 UTC
Before anybody asks: The EHP numbers for all three Th/Kn tanked Exhumers against Coercer/Conflagration are virtually identical to those against Void, yet the Coercer only does 10080 damage in 18 seconds w/ heat.

So the previous conclusions still stands: Miners tank against Th/Kn, gankers always use Catalysts.

Have you Communicated with your fellow capsuleers today? It is good for the EvE-oconomy and o-kay for you.

Vhelnik Cojoin
Pandemic Horde High Sec Division
#906 - 2014-06-11 10:25:46 UTC
Fun Fact of the Day:

The Skiff fit posted above sports a 'reverse-griefing-tank': The EHP with heat and links, 161.9k, means that if the hull is insured, then it will cost the gankers more to kill the ship than it does to replace it. Big smile

Have you Communicated with your fellow capsuleers today? It is good for the EvE-oconomy and o-kay for you.

Daichi Yamato
Jabbersnarks and Wonderglass
#907 - 2014-06-11 20:09:59 UTC  |  Edited by: Daichi Yamato
Erutpar Ambient wrote:

The point is that these problems are counter productive to getting pilots to fleet together. Do you disagree with that?


yes i do. Pilots have been able to share since this game started. They are not problems, ur doing it wrong.

Erutpar Ambient wrote:

Hmmm that's funny, i didn't realize that if i'm a solo miner i have to solo everything else in game too.. Very interesting.

and here u are being obtuse again.

Erutpar Ambient wrote:

A 5 man incursion pays each pilot 50,000isk and 50 CONCORD LP and takes 1-3 minutes to complete. That's 250,000isk and 250LP every 1-3 minutes total. Thats up to 15mil and 15,000LP per hour. So the L4 mission rewards are worth 5x this amount? (it's been a while since i missioned so I'm not actually sure if it is or isn't)


yes level 4's certainly pay better than that.

The blockade level 4 gives ~21mil in bounties, 3.5mil rewards and 6975LP
Ive ran this mission with three ppl and got it down to less than 6 minutes. Im pretty confident 5 ppl can run it and hand it in 4.

so thats 315mil bounties/hour. 52.5mil/hour in rewards. 104 625LP's/hour

split that between the 5 and u get 70+mil/hour in isk, 20kLP's/hour per person.


there will definitely be lower earners than the blockade though. Things like angel extravaganza can be longer because of numerous accel gates. But u'll still earn more than 15mil per hour per person in isk. Running with an astarte (thats less than optimal) and a noob in a kestrel, we were each getting ticks of 5-10mil every 20 minutes. And thats with the noob contributing less than 70dps and me mwd'ing all over the place between rats. Incursions make more money from their LP store however, but i dnt think its enough. U really wanna do higher level incursions for better pay.

The other advantage of running missions in groups is that withseveral ppl pulling missions u dnt have to dock up as much and u can be more picky about which missions u take.

Quote:
So you don't care how little emergence there is in the group, as long as you're in a fleet it's still "group play"? So if you're pvping in a fleet and you go off and kill something by your self, it's not a solo kill because you're in a group?


if that fleet is using boosts then no its not solo play. if its using a scout then no its not solo play. If its using a cyno then no its not solo play.

Only if those in his fleet are his alts would i consider it solo play.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Daichi Yamato
Jabbersnarks and Wonderglass
#908 - 2014-06-11 20:17:14 UTC  |  Edited by: Daichi Yamato
Erutpar Ambient wrote: wrote:
This example you give makes the assumption that the extra hulk would have been a dedicated hauler. When in all likely-hood it would have been another barge that would switch to a hauler occasionally.


no i said if u both shared a booster and a hauler u'd have two accounts between u to turn into a barge each. that could be a hulk with 2000m3/min each.

Erutpar Ambient wrote:
The only way for Cohesive Fleet Mining to become desirable is to either increase the Reward or decrease the Work of fleet mining. That's what I'm saying.


and im saying no (to the increased reward). its a good thing that those that work hard and trust other players make more money. Because they are putting in more effort to work together than u do.

miners are already notorious for being anti-social, lazy and having a culture of entitlement. i dnt want to feed that attitude by adding even more boosts for just turning up.

If however u wanted to make the information of who mined how much of which rocks easier to digest, then sure id be up for that.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#909 - 2014-06-11 21:23:40 UTC  |  Edited by: Aalysia Valkeiper
There are players in the game that have learned to avoid 'group play' due to bad experiences. I am one of those.Sad

Don't worry about the dedicated solo miners.
CCP doesn't.
CCP thinks there are so few of us, our absence from the game wouldn't even be noticed.Roll
I hope they're right, but I doubt it.Blink

I will be mining in high sec until one of three things happens:
a> my account runs out (in November) and I decide I no longer need to play this game.
b> CCP makes solo mining in high sec so unprofitable, it simply isn't done anymore.
c> CCP enacts a means for miners to fight back (not playing 'turtle', but actually shooting back)

I believe "A" will occur
"B" looks like a good chance after "A" happens (which could of kill the game)
"C" doesn't look to be even an outside chance (at least, not soon enough to save the game if "B" happens).
Rowells
Blackwater USA Inc.
Pandemic Horde
#910 - 2014-06-12 00:15:09 UTC  |  Edited by: Rowells
Aalysia Valkeiper wrote:
There are players in the game that have learned to avoid 'group play' due to bad experiences. I am one of those.Sad

Don't worry about the dedicated solo miners.
CCP doesn't.
CCP thinks there are so few of us, our absence from the game wouldn't even be noticed.Roll
I hope they're right, but I doubt it.Blink

I will be mining in high sec until one of three things happens:
a> my account runs out (in November) and I decide I no longer need to play this game.
b> CCP makes solo mining in high sec so unprofitable, it simply isn't done anymore.
c> CCP enacts a means for miners to fight back (not playing 'turtle', but actually shooting back)

I believe "A" will occur
"B" looks like a good chance after "A" happens (which could of kill the game)
"C" doesn't look to be even an outside chance (at least, not soon enough to save the game if "B" happens).

In answer to C I'll point at the skiff. You don't need gun slots to defend yourself.

You seem to have a problem with the fact that a single character will perform all the different roles less effectively than a group that specializes.
Smugest Sniper
neko island
Deedspace Consortium
#911 - 2014-06-12 07:32:27 UTC
Rowells wrote:
Aalysia Valkeiper wrote:
There are players in the game that have learned to avoid 'group play' due to bad experiences. I am one of those.Sad

Don't worry about the dedicated solo miners.
CCP doesn't.
CCP thinks there are so few of us, our absence from the game wouldn't even be noticed.Roll
I hope they're right, but I doubt it.Blink

I will be mining in high sec until one of three things happens:
a> my account runs out (in November) and I decide I no longer need to play this game.
b> CCP makes solo mining in high sec so unprofitable, it simply isn't done anymore.
c> CCP enacts a means for miners to fight back (not playing 'turtle', but actually shooting back)

I believe "A" will occur
"B" looks like a good chance after "A" happens (which could of kill the game)
"C" doesn't look to be even an outside chance (at least, not soon enough to save the game if "B" happens).

In answer to C I'll point at the skiff. You don't need gun slots to defend yourself.

You seem to have a problem with the fact that a single character will perform all the different roles less effectively than a group that specializes.

Aalysia falls under a common archetype we've seen already demonstrated, she has no interest in actually being a community member hence mining alone. She works alone for her own profit, and has no intention of considering the practical options aside from just increased yield and volume cash income on a personal level.

She is the Archetype of the solo miner, she wants a I win defense button over being ganked. If you really don't want to be ganked you tank fit and mine in about .6-.7 space with a buffer tank fit to prevent alpha striking. You mark people with proper tags and standings, and watch local carefully. You also don't behave lazily and use proper storage and transport or you dock up to empty your hold. It is foolish to assume mining will ever be 'unprofitable' no matter where you do it, save perhaps the undock of Jita 4-4. Proper return on investment assessment and general fiscal safety practice chanted over and over : Don't fly, what you can't afford to lose because you will.

I have linked multiple Killmails where I have fought off aggressors in my home space in a Procurer, I caused a Sabre to flee in terror from having a point and drones on him just today. There is no reason, no excuse, and no doubt that you are now able to fair better situations where all you need to do is survive. This is not a single player game, you will play with others, positive or negative but you will have internet in your internet spaceships.

I know many people who fail to understand that EVE is a game, where you are not ever 'safe' but that does not mean you can not be at least more secure and thrive in a hostile environment. Code has already been in this thread as well as other gankers, demonstrating clearly how it's easier to work in a group to overcome a problem than most individuals who will struggle slowly along through one.

I've been **** posting in this thread for a week now, and the topic still hasn't been ended when it's pretty much a dead end issue. The coming indy changes are a needed change, High-sec was not ever intended to be a place where people sit comfortably and guzzle on isk faucets with little risk, thats not player or community development game design in a sandbox.

Can we gas this thing yet?

Alavaria Fera
GoonWaffe
#912 - 2014-06-12 12:21:29 UTC  |  Edited by: Alavaria Fera
Smugest Sniper wrote:
High-sec was not ever intended to be a place where people sit comfortably and guzzle on isk faucets with little risk

Inevitable callout of the whole "mining rocks is not isk faucet" thing.

Smugest Sniper wrote:
Code has already been in this thread as well as other gankers, demonstrating clearly how it's easier to work in a group to overcome a problem than most individuals who will struggle slowly along through one.

Yes, a fact which has been brought up in order to support greater ehp buffs to barges many times in the past. Odd to imagine the one ship is to be balanced against several.

And the one ship has magical space police too...

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Nikk Narrel
Moonlit Bonsai
#913 - 2014-06-12 13:09:09 UTC
Alavaria Fera wrote:
Smugest Sniper wrote:
High-sec was not ever intended to be a place where people sit comfortably and guzzle on isk faucets with little risk

Inevitable callout of the whole "mining rocks is not isk faucet" thing.

Smugest Sniper wrote:
Code has already been in this thread as well as other gankers, demonstrating clearly how it's easier to work in a group to overcome a problem than most individuals who will struggle slowly along through one.

Yes, a fact which has been brought up in order to support greater ehp buffs to barges many times in the past. Odd to imagine the one ship is to be balanced against several.

And the one ship has magical space police too...

Just to be clear, mining is a handout.

Not to the miner, stars no.... but to those who would hunt miners.

Beyond gates themselves, and the corresponding gate camps, I can think of no occupation whose participation makes you easier to locate.
You HAVE to be around asteroids, in order to mine.

Now sure, like nearly everything else in EVE, being a part of a competent group drastically increases your odds of survival.
But, like dating in social situations, finding that group is not simple for everyone. Quite often it is simply not an option people have.

Let's not pretend we have a universally available solution called grouping, when it is simply not available reliably.
Erutpar Ambient
The Scope
Gallente Federation
#914 - 2014-06-13 00:14:03 UTC
Daichi Yamato wrote:
if that fleet is using boosts then no its not solo play. if its using a scout then no its not solo play. If its using a cyno then no its not solo play.

Only if those in his fleet are his alts would i consider it solo play.

A person that joins a fleet just to mooch off of mining boosts contributes nothing to the group. The only contributor is the booster. I don't consider that group play. The scounts help the group find targets and having more pilots in fleet increase the success of engagements. If a fleet is using boosts for pvp then, same thing, the boosts benefit the group and everyone benefiting from the boosts helps the group's success.

For the boost mooch miner, he mines faster and then deposits his ore into his own hold. He benefits nobody else.

Daichi Yamato wrote:

and im saying no (to the increased reward). its a good thing that those that work hard and trust other players make more money. Because they are putting in more effort to work together than u do.

miners are already notorious for being anti-social, lazy and having a culture of entitlement. i dnt want to feed that attitude by adding even more boosts for just turning up.

Like i keep saying over and over. I know that there is some reward to trusting others and working together. But what I'm saying is that the work involved in getting that benefit is magnitudes greater than the reward. That's why "Grouping play" (or what i define it as) needs to have better reward vs work ratio. So either reward needs to increase or work needs to decrease.

So by calling miners notorious for being etc etc, i guess this means you're not a miner. However you obviously feel you're entitled to comment on how their game mechanics should/could work and blame the climate of the profession on the mindset of the players instead of failing to realize that the mechanics are what drive people to give off those perceptions.

Miners seem lazy because mining has no gameplay involved. Do you seriously expect someone to sit there and watch their mining lasers to cycle for hours? They're lazy because they want to use mackinaws/retrievers because they're the most convenient? Who wants to sit staring at their screen to empty their ore hold every few cycles?

Miners seem anti-social because again, there is no gameplay involved. The only benefits a miner can really get are boosts (can be afk) or a hauler (gotta save that time warping back and forth). This anti-social perception is especially true in high sec where there is competition for limited resources. Grouping could cause you to get less income because your asteroids run out faster or people will cherry pick the best stuff.

And Miners have no more culture of entitlement than anyone else in the game.

Nikk Narrel wrote:

Just to be clear, mining is a handout.

Not to the miner, stars no.... but to those who would hunt miners.

Beyond gates themselves, and the corresponding gate camps, I can think of no occupation whose participation makes you easier to locate.
You HAVE to be around asteroids, in order to mine.

Now sure, like nearly everything else in EVE, being a part of a competent group drastically increases your odds of survival.
But, like dating in social situations, finding that group is not simple for everyone. Quite often it is simply not an option people have.

Let's not pretend we have a universally available solution called grouping, when it is simply not available reliably.

This is it.

Finding a mining group that'll increase your odds of survival is like finding a needle in a haystack. Generally a mining group is just like adding more fish to the proverbial barrel.
DetKhord Saisio
Seniors Clan
#915 - 2014-06-13 07:09:30 UTC
Sipphakta en Gravonere wrote:
Nikk Narrel wrote:
Teaming up with friends, is exclusively available to players who have the luxury of either good fortune, or the ability to coordinate with others to play together.

While this is easy to type in a sentence, if you have demands on your time, and your friends have similar demands, this can be a sadly rare opportunity to play.


I usually have no problem to find someone I can trust (to a degree, for everything else there's diplomats), no matter what time of day. Maybe find a better corp/alliance?
Who has time for mining when there are sov mechanics to manage?
DetKhord Saisio
Seniors Clan
#916 - 2014-06-13 07:34:29 UTC
Daichi Yamato wrote:
If however u wanted to make the information of who mined how much of which rocks easier to digest, then sure id be up for that.
^^This. Either via fleet mining history via scanner/booster/other modules and/or a player's journal, showing player and fleet mining totals, sortable by session and day/week/month/year. I know this maybe a stretch, but simple and easy to use would be nice. Or maybe that would be OP?
Smugest Sniper
neko island
Deedspace Consortium
#917 - 2014-06-13 21:00:00 UTC
DetKhord Saisio wrote:
Daichi Yamato wrote:
If however u wanted to make the information of who mined how much of which rocks easier to digest, then sure id be up for that.
^^This. Either via fleet mining history via scanner/booster/other modules and/or a player's journal, showing player and fleet mining totals, sortable by session and day/week/month/year. I know this maybe a stretch, but simple and easy to use would be nice. Or maybe that would be OP?


When I can see who is ninja looting wrecks in missions and fleet engagements during combat this is in no way OP, it's a necessary function of group dynamics and should definitely be implemented. Make things easy for people to do things together; Core of sandbox elements.
Erutpar Ambient
The Scope
Gallente Federation
#918 - 2014-06-14 06:44:06 UTC
Smugest Sniper wrote:
DetKhord Saisio wrote:
Daichi Yamato wrote:
If however u wanted to make the information of who mined how much of which rocks easier to digest, then sure id be up for that.
^^This. Either via fleet mining history via scanner/booster/other modules and/or a player's journal, showing player and fleet mining totals, sortable by session and day/week/month/year. I know this maybe a stretch, but simple and easy to use would be nice. Or maybe that would be OP?


When I can see who is ninja looting wrecks in missions and fleet engagements during combat this is in no way OP, it's a necessary function of group dynamics and should definitely be implemented. Make things easy for people to do things together; Core of sandbox elements.

What would be nice is having some kind of Deployable structure that you can sell ore to.

So like you can program it to pay an amount of isk per each type of ore per unit or maybe volume and draw the isk from your wallet or one of your corp's wallet. And it should have it's own fairly large ore bay.

That way you could just set it and for get it. The miners make their profits immediately and the organizer can profit a bit too and it benefits being a cohesive group....

Or maybe they can add these features to the orca/rorqual and give them some utility greater than just afk boosting.

oooooo maybe the tractor beam could initiate the swap so you don't have to be on top of them too! That would be awesome just to tractor from their ore bay straight to your ship.
Aalysia Valkeiper
Imperial Shipment
Amarr Empire
#919 - 2014-06-14 08:24:41 UTC  |  Edited by: Aalysia Valkeiper
Rowells wrote:
Aalysia Valkeiper wrote:
There are players in the game that have learned to avoid 'group play' due to bad experiences. I am one of those.Sad

Don't worry about the dedicated solo miners.
CCP doesn't.
CCP thinks there are so few of us, our absence from the game wouldn't even be noticed.Roll
I hope they're right, but I doubt it.Blink

I will be mining in high sec until one of three things happens:
a> my account runs out (in November) and I decide I no longer need to play this game.
b> CCP makes solo mining in high sec so unprofitable, it simply isn't done anymore.
c> CCP enacts a means for miners to fight back (not playing 'turtle', but actually shooting back)

I believe "A" will occur
"B" looks like a good chance after "A" happens (which could of kill the game)
"C" doesn't look to be even an outside chance (at least, not soon enough to save the game if "B" happens).

In answer to C I'll point at the skiff. You don't need gun slots to defend yourself.

You seem to have a problem with the fact that a single character will perform all the different roles less effectively than a group that specializes.


First of all, if I'm mining and a ganker shows, I want to shoot back. Why is that so cotton-picking hard to understand?

Second, I do not have the funds or the computer to run multiple characters at a time, so I am doing what I like with the one (which does NOT include hunting for PvP).
I am aware I can have 3 on one account and see no reason to go thru the hassel of turning off the training for one just to train another when the first can have the training of both. and I do not have the funds to do that 'two-character' training BS.
Jacob Holland
Weyland-Vulcan Industries
#920 - 2014-06-14 09:38:49 UTC
Aalysia Valkeiper wrote:
First of all, if I'm mining and a ganker shows, I want to shoot back. Why is that so cotton-picking hard to understand?

Why is it so hard to understand that the Skiff's drone bonus makes it ideal for shooting back?