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Dev blog: Mining Foreman Revolution

First post First post First post
Author
TigerXtrm
KarmaFleet
Goonswarm Federation
#41 - 2016-10-04 19:10:35 UTC
Looks like the Rorq is back on the menu boys!

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Aliana Heartborne
Center for Advanced Studies
Gallente Federation
#42 - 2016-10-04 19:14:02 UTC  |  Edited by: Aliana Heartborne
My thinking here is that these changes are in general horrible for new (and or casual/social) players looking for fleets, so i really hope you will revamp the fleet history so those organizing fleets actually have a way to tell who mines what, from where not just player looted x, along with autosaving the logs (still doesnt fix the issue of DC'ing and losing x amount of log because of it)

Please try to improve the new player experience, instead of nothing but those with plenty of means already :\
Ncc 1709
Fusion Enterprises Ltd
Reckless Contingency.
#43 - 2016-10-04 19:29:41 UTC
Fix the Heavy water Balance
Arronicus
Caldari Provisions
Caldari State
#44 - 2016-10-04 19:34:47 UTC
Huge heavy water usage increase, bad ratio of liquid ozone to heavy water.

Worthless LO, and HW shortages, even with respawning ice belts. Nice.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#45 - 2016-10-04 19:35:18 UTC
Mukuro Gravedigger wrote:
Vincent Athena and Obil Que - thank you for the clarification since initially I glossed over it.

Looking into these command burst modules, it seems silly to me. Your skill training "taught" you the knowledge to bestow onto others - thus the various bonuses offered in a leadership role. But now your training appears to offer how to fire a module that magically offers knowledge for a brief time (as long as you have ammo to continue firing off knowledge). If CCP wanted to limit the distance, then make the old links have a range limitation and not this "firing of magic knowledge bullets" to fleet members.

"I'm out of ammo, so I guess I forgot how to lead a mining expedition."
Seems odd to be selectively deciding that having a module confer "magic knowledge" only now is an issue. That's exactly what links did. Why is cap ok for the purpose but magic bullets not? Also don't links/bursts not actually confer knowledge but enhance ships and mods?
Polly Fera
Imperial Shipment
Amarr Empire
#46 - 2016-10-04 19:40:25 UTC  |  Edited by: Polly Fera
Max Yield (with Industrial Core): ~18,400 m3 per minute + drone travel time
WTF???
1 Rorqual = 300 mil isk/hour.
10 Rorqual = 3 bill isk/hour.
Hulk to throw in the trash
Shocked
Beta Maoye
#47 - 2016-10-04 19:41:57 UTC
With these powerful mining boosters and super drones, current asteroid belt will be too small to house a mining team operation. Teams with these giant excavation machines need more and bigger rocks to cast their lasers on.
Mariko Musashi Hareka
Kaishin.
#48 - 2016-10-04 20:13:42 UTC
Movement Effects:
-100% Rorqual velocity
+900% Rorqual mass
Prevents warping, docking, jumping, cloaking, tethering

Are you f***ing kidding me, this is not needed anymore for the use of the industrial core considering we don't use bpos/bpcs for compressing ore anymore since you changed that to instant compression in pos' and citadels, and since we now have to put the Rorqual in the belt in order to get the boosts you could at least take this garbage off of the industrial core. There is no good reason to make the Rorqual stationary to use the industrial considering if we use the invulnerability we are stationary then for 5-7.5 mins. Seems like its one sided giving an unmoveable target for pvpers/gankers. Was totally onboard with everything til I read this s****y part. I really don't think you guys play this game at all at least not with the rest of us, you really don't seem to understand the players at all and considering the only ones you do listen to are the CSM's and pretty much all of them are pvpers from the big blocs' doesn't surprise me that most of the changes that do come out benefit them the most and not the small groups or solo players.
TigerXtrm
KarmaFleet
Goonswarm Federation
#49 - 2016-10-04 20:16:37 UTC
Mariko Musashi Hareka wrote:
Movement Effects:
-100% Rorqual velocity
+900% Rorqual mass
Prevents warping, docking, jumping, cloaking, tethering

Are you f***ing kidding me, this is not needed anymore for the use of the industrial core considering we don't use bpos/bpcs for compressing ore anymore since you changed that to instant compression in pos' and citadels, and since we now have to put the Rorqual in the belt in order to get the boosts you could at least take this garbage off of the industrial core. There is no good reason to make the Rorqual stationary to use the industrial considering if we use the invulnerability we are stationary then for 5-7.5 mins. Seems like its one sided giving an unmoveable target for pvpers/gankers. Was totally onboard with everything til I read this s****y part. I really don't think you guys play this game at all at least not with the rest of us, you really don't seem to understand the players at all and considering the only ones you do listen to are the CSM's and pretty much all of them are pvpers from the big blocs' doesn't surprise me that most of the changes that do come out benefit them the most and not the small groups or solo players.


So you want ALL of the advantages and NONE of the drawbacks? Cry some more.

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Covering YrBack
Wolfspack
White Sky.
#50 - 2016-10-04 20:25:18 UTC
TigerXtrm wrote:
Mariko Musashi Hareka wrote:
Movement Effects:
-100% Rorqual velocity
+900% Rorqual mass
Prevents warping, docking, jumping, cloaking, tethering

Are you f***ing kidding me, this is not needed anymore for the use of the industrial core considering we don't use bpos/bpcs for compressing ore anymore since you changed that to instant compression in pos' and citadels, and since we now have to put the Rorqual in the belt in order to get the boosts you could at least take this garbage off of the industrial core. There is no good reason to make the Rorqual stationary to use the industrial considering if we use the invulnerability we are stationary then for 5-7.5 mins. Seems like its one sided giving an unmoveable target for pvpers/gankers. Was totally onboard with everything til I read this s****y part. I really don't think you guys play this game at all at least not with the rest of us, you really don't seem to understand the players at all and considering the only ones you do listen to are the CSM's and pretty much all of them are pvpers from the big blocs' doesn't surprise me that most of the changes that do come out benefit them the most and not the small groups or solo players.


So you want ALL of the advantages and NONE of the drawbacks? Cry some more.


actually there are practically no advantages . 19% increase vs high chanses to loose rorqual. excavator drone speed of 100m/s hardly makes it 'advantage'
Rowells
Blackwater USA Inc.
Pandemic Horde
#51 - 2016-10-04 20:32:06 UTC
Would have probably just been easier to give it a reinforcement timer tbh
Shallanna Yassavi
Imperial Academy
Amarr Empire
#52 - 2016-10-04 20:32:34 UTC
Assuming 3B in fits, a Rorqal will pay for itself in 10h just mining on its own.
A fit hulk costs about 10% of that and has... about 1% of that yield.

Forcing the Rorqal to stay in the belt = a bigger blue donut of death. If you've got a capship blob ready to go, there's not a lot of reason not to use a Rorq, or won't be once the nullbears train for them.

Buffing mining yield=how you get bigger supercap blobs faster. Those were supposed to be so stupid expensive only a few of them would ever fly.

A signature :o

Mariko Musashi Hareka
Kaishin.
#53 - 2016-10-04 20:36:00 UTC
TigerXtrm wrote:
Mariko Musashi Hareka wrote:
Movement Effects:
-100% Rorqual velocity
+900% Rorqual mass
Prevents warping, docking, jumping, cloaking, tethering

Are you f***ing kidding me, this is not needed anymore for the use of the industrial core considering we don't use bpos/bpcs for compressing ore anymore since you changed that to instant compression in pos' and citadels, and since we now have to put the Rorqual in the belt in order to get the boosts you could at least take this garbage off of the industrial core. There is no good reason to make the Rorqual stationary to use the industrial considering if we use the invulnerability we are stationary then for 5-7.5 mins. Seems like its one sided giving an unmoveable target for pvpers/gankers. Was totally onboard with everything til I read this s****y part. I really don't think you guys play this game at all at least not with the rest of us, you really don't seem to understand the players at all and considering the only ones you do listen to are the CSM's and pretty much all of them are pvpers from the big blocs' doesn't surprise me that most of the changes that do come out benefit them the most and not the small groups or solo players.


So you want ALL of the advantages and NONE of the drawbacks? Cry some more.



Drawback is putting a 3+ bil ship in the belt plus whatever other ships are fielded I still see no reason it should be made stationary for the indy core, just putting it in the belt is bad enough, plus your a goon so who cares what you think this is about the people who actually use these ships not the ones who shoot at them dufus
Querns
GoonWaffe
Goonswarm Federation
#54 - 2016-10-04 20:46:16 UTC
Mariko Musashi Hareka wrote:

Drawback is putting a 3+ bil ship in the belt plus whatever other ships are fielded I still see no reason it should be made stationary for the indy core, just putting it in the belt is bad enough, plus your a goon so who cares what you think this is about the people who actually use these ships not the ones who shoot at them dufus

This statement is adorable, for more than one reason.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

RainReaper
Bras-Tek Industries
Nefatari Union
#55 - 2016-10-04 20:50:27 UTC
I LOVE YOU CCP! MY BEAUTIFUL ORCA! SAdgadfh AHAHAHAHAHAHHAHA
Algarion Getz
Aideron Corp
#56 - 2016-10-04 21:15:25 UTC  |  Edited by: Algarion Getz
Do we really need 3 new mining drone skills? Maxxing out all skills related to mining takes long enough already. Mining is just a secondary occupation for most players. Its not something you want to spend a lot of skill training time on.

I guess the goal is to incentivise players to create mining alts. (More money for CCP.)
Market PriceCheck Alt
Doomheim
#57 - 2016-10-04 21:55:21 UTC
would rather see shield boost amount rather than range... would make ganking a little more difficult.
Sir SmashAlot
The League of Extraordinary Opportunists
Intergalactic Conservation Movement
#58 - 2016-10-04 22:07:28 UTC
I plan on running a fleet of mining orcas in high sec just for fun till I get bored of it. The yield is good enough combined with the storage and EHP tank that using a barge or exhumer in high sec would seem silly.

Protip for T2 Rig Builders. Stock the Market with Large Mining Drone Augmentor IIs
Mara Rinn
Cosmic Goo Convertor
#59 - 2016-10-04 22:19:03 UTC
So with all these boosts to mining yield, I should probably hurry up about selling off my stockpiles of ore and minerals, before they're worth nothing?
treborr
Living the Dream
#60 - 2016-10-04 23:14:26 UTC
WOW! Nice work on the rebalance CCP. Note to all. Eve is about entertainment, and I've been watching and participating in it for many years. If I would like to mine for a bit, I shouldn't have 400m isk loss take away from my entertainment. I fly my ships, I pay real money in entertainment expense, and yet I watch as 8 peeps blow up my mining fleet with but a few destroyers. I think this is a good rebalance of the entertainment process. You folks that are concerned really not be. Entertainment will still be there for your suicide ganks, people like me will have a fighting chance. Keep up the good work CSM and CCP