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Death to Miner Cycles

Author
Benjamin Dicoli
Aliastra
Gallente Federation
#1 - 2014-12-18 22:06:28 UTC
So yesterday whilst mining with my buddies, we were discussing mining cycles. The idea was brought up to completely rid of Mining cycles and to implement a new system:

Strip Miners:
Instead of, say, 100s cycle time, there will be no cycle time. Similar to a cloaking devices' active module "cycle", the strip miner continuously sucks in ore. When you hover over it, it will display m3 of ore per minute. However, ore will not be deposited into your ore hold on a minute cycle, but instantaneously. Crystals will have a chance to take damage every 120s, similar to average mining rates today (for retty atleast). Mining bonuses from ship skill will have 2 sections, 1 for increase m3 per minute on Gas Harvesters and strip miners, and 1 for ice harvesters for time reduction.
Ice Harvesters:
due to the unique volume of ice, cycles on harvesters will have to stay.
Gas Harvesting:
Gas Harvesters will be changed similarly to strip miners in that they are cycle free.

These changes will remove the problem of always trying to time it right so you don't waste a cycle on small roids. It takes care of the problem of timing of trying not to waste a cycle to fill your ore hold. Anyway let me know what you think. Fly safe o7
Shivanthar
#2 - 2014-12-18 22:09:59 UTC
Along with this, a rock being mined getting smaller every second (can be done client side) would make a great mining experience overall ^.^

_Half _the lies they tell about me **aren't **true.

Abrazzar
Vardaugas Family
#3 - 2014-12-18 22:13:41 UTC
Your idea would require several database changes per second per mining laser. While it may sound cool, it would use up more resources than justifiable for such a small comfort gain. Use a survey scanner and your brain. It's the last bit player skill involved in mining.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#4 - 2014-12-18 22:20:03 UTC
that would do horrible things to the server as it would have to constantly pink the server for every unit of veld you mine compared to pinging and doing the match at the end of the cycle to do the equation to figure out how much you should get.

A side note: most of the time the server doesn't know something is about to happen until it happens, this was used in the issues with people wanting a warning for being in a deployable bubble as devs said the systems knows where you are at and where the bubble is at, but it does not know if you are in the bubble until you ping the server for a warp, only then does it know you are in that bubble.

this is one of the big deals between the server ticks and as to why something you do doesn't happen as soon as you click but yet is a small slight delay.

Same thing has been brought up about lasers, that they should be a constant beam and not cycles.

As for Shivanthars wanting, that is done on some massive asteroids like the wormhole bistot asteroids that are the size of a small moon, it changes with the more you mine it, just not every second.

Its a good idea for constant lasers but it would be a mess server side increasing lag, get a decent mining fleet going and youll have tidi just by mining and then more complaints will happen as the mining will take longer.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Iain Cariaba
#5 - 2014-12-18 22:25:54 UTC
As a former miner, a spreadsheet formula to calculate how long to leave a beam on a rock, a survey scanner, and a timer are very handy to optimize mining time. A little brain work eliminates the need for this idea.
Krops Vont
#6 - 2014-12-19 00:36:32 UTC
My server on the other side of the universe just felt the amount of lag. All those miners out there with insta-second cycle. I like the idea though.

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Lugh Crow-Slave
#7 - 2014-12-19 09:14:55 UTC
Abrazzar wrote:
Your idea would require several database changes per second per mining laser. While it may sound cool, it would use up more resources than justifiable for such a small comfort gain. Use a survey scanner and your brain. It's the last bit player skill involved in mining.


this and mining doesn't need to be more afk
Disert Ohmiras
Deep Core Mining Inc.
Caldari State
#8 - 2014-12-19 09:37:38 UTC
Benjamin Dicoli wrote:
So yesterday whilst mining with my buddies, we were discussing mining cycles. The idea was brought up to completely rid of Mining cycles and to implement a new system:

Strip Miners:
Instead of, say, 100s cycle time, there will be no cycle time. Similar to a cloaking devices' active module "cycle", the strip miner continuously sucks in ore. When you hover over it, it will display m3 of ore per minute. However, ore will not be deposited into your ore hold on a minute cycle, but instantaneously. Crystals will have a chance to take damage every 120s, similar to average mining rates today (for retty atleast). Mining bonuses from ship skill will have 2 sections, 1 for increase m3 per minute on Gas Harvesters and strip miners, and 1 for ice harvesters for time reduction.
Ice Harvesters:
due to the unique volume of ice, cycles on harvesters will have to stay.
Gas Harvesting:
Gas Harvesters will be changed similarly to strip miners in that they are cycle free.

These changes will remove the problem of always trying to time it right so you don't waste a cycle on small roids. It takes care of the problem of timing of trying not to waste a cycle to fill your ore hold. Anyway let me know what you think. Fly safe o7


To keep it simple no. Use the scanner an calculate when you have not enough ore for a full cycle.

-1
Hopelesshobo
Hoboland
#9 - 2014-12-19 10:12:37 UTC
Cycle times down to each server tick would put alot more strain on the servers, however to reduce the cycle times to 10-30 seconds, I believe would be more reasonable. Along with changing ice blocks to ice cubes so you don't have to wait for a full cycle and you can actually cut your cycles short if you wanted and still get product.

Lowering the average to make you look better since 2012.

Gawain Edmond
Khanid Bureau of Industry
#10 - 2014-12-19 11:11:56 UTC
unlocking the target cuts the cycle short and still gets you product if there is any left.

As well as these changes it would also be good if an orca could have a fighter varient that instead of shooting things it empties the orehold/jet cans of miners and delivers all the ore to the station for you. Now as with all things this needs to be well balanced so i propose that each fighter varient shouldn't be able to move more than 50000m3 should have a warp speed of about 7au/s orcas should also get a role bonus to be able to use more than 5 at a time but not more than 10.
Frostys Virpio
State War Academy
Caldari State
#11 - 2014-12-19 19:58:20 UTC
Benjamin Dicoli wrote:
So yesterday whilst mining with my buddies, we were discussing mining cycles. The idea was brought up to completely rid of Mining cycles and to implement a new system:

Strip Miners:
Instead of, say, 100s cycle time, there will be no cycle time. Similar to a cloaking devices' active module "cycle", the strip miner continuously sucks in ore. When you hover over it, it will display m3 of ore per minute. However, ore will not be deposited into your ore hold on a minute cycle, but instantaneously. Crystals will have a chance to take damage every 120s, similar to average mining rates today (for retty atleast). Mining bonuses from ship skill will have 2 sections, 1 for increase m3 per minute on Gas Harvesters and strip miners, and 1 for ice harvesters for time reduction.
Ice Harvesters:
due to the unique volume of ice, cycles on harvesters will have to stay.
Gas Harvesting:
Gas Harvesters will be changed similarly to strip miners in that they are cycle free.

These changes will remove the problem of always trying to time it right so you don't waste a cycle on small roids. It takes care of the problem of timing of trying not to waste a cycle to fill your ore hold. Anyway let me know what you think. Fly safe o7


Every second is too much server load for a relatively small gain for player but shorter cycle across the board on strip miners would be welcome.
Aku Soma
House Soma Enterprises
#12 - 2014-12-20 04:33:49 UTC
Agondray wrote:
that would do horrible things to the server as it would have to constantly pink the server for every unit of veld you mine compared to pinging and doing the match at the end of the cycle to do the equation to figure out how much you should get.

A side note: most of the time the server doesn't know something is about to happen until it happens, this was used in the issues with people wanting a warning for being in a deployable bubble as devs said the systems knows where you are at and where the bubble is at, but it does not know if you are in the bubble until you ping the server for a warp, only then does it know you are in that bubble.

this is one of the big deals between the server ticks and as to why something you do doesn't happen as soon as you click but yet is a small slight delay.

Same thing has been brought up about lasers, that they should be a constant beam and not cycles.

As for Shivanthars wanting, that is done on some massive asteroids like the wormhole bistot asteroids that are the size of a small moon, it changes with the more you mine it, just not every second.

Its a good idea for constant lasers but it would be a mess server side increasing lag, get a decent mining fleet going and youll have tidi just by mining and then more complaints will happen as the mining will take longer.


Interesting...the nature of code is that practically anything is possible. Such defeatist resolve, that the idea will peg out the server's ping times and such, is too one dimensional in thinking. Sad

There seem to be many reasons why the OP' idea might not work, but not many suggestions to alter the idea to work, so how about this:

The idea is applied to the client-side, and the server-side remains unaltered. That is, the server-side updates for the mining of X (X is 'roid, ice, or gas) is still done on the cycle boundary that exists today, but the client-side behaves cycle-free as described.

The issue with cycle waste is handled just as if the pilot disabled the beams manually as far as the server is concerned. So, if the 'roid runs dry mid "cycle-free-cycle" the beam shuts off as normal, and the client tells the server the beam was disengaged, the server updates and tells the client the 'roid goes bye-bye.

The client-server transactions are largely unaltered, and will not appear any different than it currently looks now, when a target runs dry; no increase is server load, nor lag. However, the pilot is no longer manually managing the beam (the ship is, as it should be by this year in the game... Cool ), the beam doesn't stay on until turned off if the rock runs dry before the cycle ends, as it sometimes does currently.

Result: all is well, with no impact to system (nothing really changed between server and client), and love given to the Miners! Cool

AFK mining will sort itself...if you get your vessel melted for being AFK a few times, you'll learn, or continue paying the price. Twisted And those that do the killing, why worry, I'm sure it's more sporting to kill a mining ship that tries to run, but a victim is a victim, yes no? Pirate

On the matter of the meta-game and using spreadsheets and a brain to play the game of miner...it's awesome to play that deep in any of the roles within EvE, it's elite and adds texture to EvE as a game. But, it shouldn't be a requisite to play and enjoy EvE in one role, that while required, and sometimes exhilarating can be tedious; the typical pew-pew game of EvE gets by without spreadsheets, just to play the part. Blink

-- In the battle between Good and Evil, Evil seems to have more fun, because we brought cookies! --

-- In the battle between Good and Evil, Evil seems to have more fun, because we brought cookies! --

--(End of line - Aku Soma Idama)<<<<<

Alavaria Fera
GoonWaffe
#13 - 2014-12-20 04:46:59 UTC
Aku Soma wrote:
So, if the 'roid runs dry mid "cycle-free-cycle" the beam shuts off as normal, and the client tells the server the beam was disengaged, the server updates and tells the client the 'roid goes bye-bye.


However, the pilot is no longer manually managing the beam (the ship is, as it should be by this year in the game... Cool ), the beam doesn't stay on until turned off if the rock runs dry before the cycle ends, as it sometimes does currently.

All this because you're annoyed the last cycle isn't a full amount?

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 ?

Aku Soma
House Soma Enterprises
#14 - 2014-12-20 08:28:04 UTC
Alavaria Fera wrote:
Aku Soma wrote:
So, if the 'roid runs dry mid "cycle-free-cycle" the beam shuts off as normal, and the client tells the server the beam was disengaged, the server updates and tells the client the 'roid goes bye-bye.


However, the pilot is no longer manually managing the beam (the ship is, as it should be by this year in the game... Cool ), the beam doesn't stay on until turned off if the rock runs dry before the cycle ends, as it sometimes does currently.

All this because you're annoyed the last cycle isn't a full amount?


You've seemingly misunderstood what was presented. What?

What you've quoted, was simply a constructive contribution, detailing how the current mechanic for target depletion was to be handled by the proposed solution. Those of a more technical background likely understood just fine, the implications outlined in the response, to be anything but a rant of annoyance.

In an effort to be clear, only a detailed expansion on the OP's idea was communicated, in the hope of fostering further ideas contributing to the discussion, rather than posts that say "...can't be done, I think that'll add lag to the system..." adding nothing to the discourse. But, you're grown; and can and will do as you please.

-- In the battle between Good and Evil, Evil seems to have more fun, because we brought cookies! --

--(End of line - Aku Soma Idama)<<<<<

Riot Girl
You'll Cowards Don't Even Smoke Crack
#15 - 2014-12-20 08:36:04 UTC  |  Edited by: Riot Girl
I like the idea, but that's because I also like the idea of reducing minerals in the universe greatly and making mining a lot more competitive. A system like this would suit the idea of miners spending less time actually mining and more time preparing and hunting for ore and stuff (in a universe where minerals are scarce and miners are cunning).
chaosgrimm
Synth Tech
#16 - 2014-12-20 14:34:13 UTC
I think it would be cool, but im kinda with everyone else thinking the server might not like it. At any rate, it sounds cool so imma +1 and let ccp worry about the server if they consider this idea xD
Shivanthar
#17 - 2014-12-20 21:54:35 UTC  |  Edited by: Shivanthar
Abrazzar wrote:
Your idea would require several database changes per second per mining laser. While it may sound cool, it would use up more resources than justifiable for such a small comfort gain.


TL;DR
No, it doesn't. But, I agree that it would use more network traffic than it used to. However, with a good server side prediction algorithm, that extra work overhead would become neglible.
-- EOF TLDR --

Eve graphics engine already has that command rate prediction algorithm in works. For those who asks "how the hell that prediction works?" Let me explain it as simple as possible:

When you go on a vector from point A to point B, you update your status to server one time, then server starts updating your client two times per second and one time per second for overview (let's call this behavior server tick).
Between server ticks, your screen renders the rest, without letting server know what're you doing, because server already knows you will end up to point B if you doesn't change your predicted behavior. If you happen to click anywhere else in the space, then you send about your new vector to the server one more time, a new prediction is now made by server and you stop updating your status again unless you touch anything else.

If there happens to be a packet loss/network screw up, you might experience your client throwing you back one-two ticks earlier, which is the server's last confirmed status for you.

So, no, it wouldn't require more updates of any rate, actually, it needs only two. The start, the end and some heartbeat in-between.

For example; Let's say N people are going to mine in a belt. The arbitrary complexity can be solved by Observer pattern, where a player-issued command on an observable object (a rock in this case), is sent to the other listeners on the same grid, which are other strip lasers on the same rock. So, each client exactly has to know how many strips started on the same rock with a timespan information, the rest can be predicted by server "unless N clients won't change their behavior and until first strip ends in xx seconds, rock value = rock value - N*(each miner strip rate)*seconds until first laser stop timespan".
This is a one tick information for N clients. Rest is calculated client side where you see an extremely fast coundown of rock information being updated on your screen. This information isn't sent to the server by your client since server already knows it.
For specifically this mining case, since people mining in belts don't stop/start their lasers like crazy (crystal damage, you know) this prediction system will work like a charm and that foreseen exaggerated overhead is something very tiny and neglible.


All these data would be then collected on another cache service in front of db (which may have its own slaves), which flushes all stuff done that day just before downtime optimization. So, db actually gets one update per day from the cache service for all the miners' collected minerals in eve universe. Everything else (market, your hangar, etc..) is querying the cache, not the db.

The real scenario can be much more different, however, this is how it is done in general when everybody is using one common source. Caching mechanisms/services.

_Half _the lies they tell about me **aren't **true.

Ersahi Kir
Brutor Tribe
Minmatar Republic
#18 - 2014-12-21 05:31:11 UTC
People that say this is going to crush the server are fairly clueless. Most of the heavy mining systems have 8 or 9 active people at a time, which would be the same load as a small rifter gang with autocannons. Hardly the cluster crushing monster people are pretending it is.

I wouldn't mind the cycles being reduced, but reducing them down to 1 second ticks isn't necessary. 5-15 second cycles would be fine. It's no so much of the issue with inefficient cycles and maximizing profit (if I wanted to do that I wouldn't mine in the first place), it's the heavy capacitor hit the strip miners do at one time. It makes active tank mining ships annoying to set up and use. If we could spread that cap draw out over time it would solve that problem.
mufasa73
University of Caille
Gallente Federation
#19 - 2014-12-21 05:49:06 UTC
Benjamin Dicoli wrote:
So yesterday whilst mining with my buddies, we were discussing mining cycles. The idea was brought up to completely rid of Mining cycles and to implement a new system:

Strip Miners:
Instead of, say, 100s cycle time, there will be no cycle time. Similar to a cloaking devices' active module "cycle", the strip miner continuously sucks in ore. When you hover over it, it will display m3 of ore per minute. However, ore will not be deposited into your ore hold on a minute cycle, but instantaneously. Crystals will have a chance to take damage every 120s, similar to average mining rates today (for retty atleast). Mining bonuses from ship skill will have 2 sections, 1 for increase m3 per minute on Gas Harvesters and strip miners, and 1 for ice harvesters for time reduction.
Ice Harvesters:
due to the unique volume of ice, cycles on harvesters will have to stay.
Gas Harvesting:
Gas Harvesters will be changed similarly to strip miners in that they are cycle free.

These changes will remove the problem of always trying to time it right so you don't waste a cycle on small roids. It takes care of the problem of timing of trying not to waste a cycle to fill your ore hold. Anyway let me know what you think. Fly safe o7


Ice mining could be fixed if they changed each block of ice into 100 blocks of Ice, and made refine size 100....would add a lot more alignment with how strip miners are handled.
Shivanthar
#20 - 2014-12-21 10:21:45 UTC  |  Edited by: Shivanthar
Disert Ohmiras wrote:

To keep it simple no. Use the scanner an calculate when you have not enough ore for a full cycle.

-1


I haven't seen a simplicity distortion to this much degree for a long time. Can you please define simple? To make it easier choose from the options:

1- Size of rock dynamically calculated by the predicted value by your client, constantly reducing in size visually as being mined, which requires NO user input despite the number of people mining the same rock.

2- In order to get clue, running something that query the rock's value. it may not even be correct because somebody else's strip laser might finish as soon as your scanner finishes and you decide to mine same bigger-than-station rock too while it only has 1 unit of ore left.

One of the options has simplicity, other has complexity which may create a false illusion.

_Half _the lies they tell about me **aren't **true.