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Barge Fairy Tale

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Author
Yokai Mitsuhide
Doomheim
#2581 - 2012-08-02 03:58:42 UTC  |  Edited by: Yokai Mitsuhide
Pipa Porto wrote:
Yokai Mitsuhide wrote:

No, not just referring to higher yield. I just want more than 3barges/exhumers for mining. I don't care if their yield sucks... I don't mine to build things nor do I care about maximizing my yield. I do it because it's fun. I just think it's silly that you have so many combat ships in eve, and so few mining ships.
I didn't mean to only comment on the gankers btw, so sorry for that :D
I don't really have anything to say about the new changes to the barges, I do like that they all will be useful instead of just 1 being useful. But other than that, don't care ..would just like to see more to train for beyond exhumers somewhere in the future.


Each mining ship has different advantages and disadvantages, and those cover all 3 of the things that matter to a mining ship: Tank, Cargo, and Yield.

What purpose does a Fast mining ship serve? What purpose does a Long range mining ship serve? What purpose does a fast locking mining ship serve (what's with the Exhumer scan res, anyway?)? What purpose does a Drone focused mining ship serve?

Give me an idea for a new mining ship that's focused on something other than Tank, Yield, or Cargo and actually has a useful purpose.


You named the things I would have named. They don't have to be something totally different than the 3 exhumers. Just slightly different styles of ships. Faster ships, super long range ships, doesn't matter...give them different looks, sizes, and slight changes from the pre existing exhumers and you at least give more variety and choices of ships to choose from. This could really apply to all categories of ships, I can't see more variety in the ways mentioned above being a bad thing. The universe is huge, I just think seeing the same handful of ships doing everything gets a little old.
Suddenly Forums ForumKings
Doomheim
#2582 - 2012-08-02 03:59:49 UTC
Yokai Mitsuhide wrote:
Pipa Porto wrote:
Yokai Mitsuhide wrote:

No, not just referring to higher yield. I just want more than 3barges/exhumers for mining. I don't care if their yield sucks... I don't mine to build things nor do I care about maximizing my yield. I do it because it's fun. I just think it's silly that you have so many combat ships in eve, and so few mining ships.
I didn't mean to only comment on the gankers btw, so sorry for that :D
I don't really have anything to say about the new changes to the barges, I do like that they all will be useful instead of just 1 being useful. But other than that, don't care ..would just like to see more to train for beyond exhumers somewhere in the future.


Each mining ship has different advantages and disadvantages, and those cover all 3 of the things that matter to a mining ship: Tank, Cargo, and Yield.

What purpose does a Fast mining ship serve? What purpose does a Long range mining ship serve? What purpose does a fast locking mining ship serve (what's with the Exhumer scan res, anyway?)? What purpose does a Drone focused mining ship serve?

Give me an idea for a new mining ship that's focused on something other than Tank, Yield, or Cargo and actually has a useful purpose.


You named the things I would have named. They don't have to be something totally different than the 3 exhumers. Just slightly different styles of ships. Faster ships, super long range ships, doesn't matter...give them different looks, sizes, and slight changes from the pre existing exhumers and you at least give more variety and choices of ships to choose from. This could really apply to all categories of ships, I can't see more variety in the ways mentioned above being a bad thing.


And min maxers (most miners) will still only fly 1 ship.
Yokai Mitsuhide
Doomheim
#2583 - 2012-08-02 04:01:23 UTC
Suddenly Forums ForumKings wrote:


And min maxers (most miners) will still only fly 1 ship.


Let em. I don't care about those people.
Pipa Porto
#2584 - 2012-08-02 04:08:48 UTC
Yokai Mitsuhide wrote:
You named the things I would have named. They don't have to be something totally different than the 3 exhumers. Just slightly different styles of ships. Faster ships, super long range ships, doesn't matter...give them different looks, sizes, and slight changes from the pre existing exhumers and you at least give more variety and choices of ships to choose from. This could really apply to all categories of ships, I can't see more variety in the ways mentioned above being a bad thing. The universe is huge, I just think seeing the same handful of ships doing everything gets a little old.


Except for the combat implications, I wouldn't care if all mining barges had unlimited lock ranges and could motor around at 100km/s.

The reason there aren't variety is that 99% of miners will either pick a Tanky Mining ship, a Convenient Mining ship, or a high Yield Mining ship because there's no rational reason to care about any other stat. There's no reason to bother spending a huge amount of Dev and Art team time on ships that nobody's going to use.

The bad thing is that variety takes an enormous amount of Dev and Art Dept time.

If you want something other than the 6 mining barges, you've got plenty of choices. You can mine in any ship that can fit drones or has a turret slot. Since you don't care about Yield, they'll all work great and that gives you an enormous amount of variety.

EvE: Everyone vs Everyone

-RubyPorto

CCP Ytterbium
C C P
C C P Alliance
#2585 - 2012-08-02 09:55:17 UTC
There is no way we can read all the feedback here, but for spearheading the ship / mining barge rebalancing plans I will just reply to the thread as a whole.


What is the current problem with mining barges and exhumers?

It’s pretty simple; they offer no role choice in any shape of form. As part of the tiericide effort, we want to promote usefulness of ships that are currently underpowered due to an arbitrary position in a tier system that doesn’t fit in a sandbox game. The current, TQ version of the mining barges and exhumers strongly encourage progression toward the Hulk, while skipping the others completely except for a few specialized niche roles: not only is the Hulk just plain better in most attributes next to the other versions, but the skill system itself is flawed as the Covetor requires Mining Barge skill at 5, only a few hours away from its Tech 2 counterpart.


Why are we doing this?

As explained in the Dev Blog, we wanted to encourage various choices depending on the role you want to fulfill.

Procurer / Skiff: supposed to be mainly aimed for protection, with great EHP to defend from assaults
Retriever / Mackinaw: designed for autonomy, with a cargohold at least equal with jet cans
Covetor / Hulk: aimed for group operations with the best yield of them all

However, while we looked at them it quickly became apparent that they were just too fragile as a whole. A properly fit Tornado delivers a volley of at least 9000 damage, which was far enough to destroy an untanked Hulk before it could react. We thus wanted to buff resilience on them a bit to make it less easy to do so, especially considering it was the most viable high-end ship available for mining.

And notice we said “less easy”, not “impossible”. Suicide ganking was, is and will remain a proper endorsed activity in EVE. However, the idea behind the “risk versus reward” motto so often used here is that it should apply to everyone – including to the side suicide ganking for shiny loot. We do not contest the profitability of the profession, nor do we deny Hulk pilots had the option to fit a tank to protect themselves (which they often failed to do indeed), what we wanted to achieve here is to give more time for them to react if they don’t fit one.

“Is CCP trying to save stupid pigs from themselves?” We are attempting to give the pigs in question a chance to react and chose a path other that the one leading to the slaughterhouse. It doesn’t change the fact the slaughterhouse still exists, that there still a path to it, and that this path is very easy to fall into, even after the changes.

Because, once again, this has proven how dangerous it is to jump to conclusions from a work-in-progress Singularity build; Mining Barges and Exhumer numbers are still being adjusted as we speak. EHP, cargohold, ore bay values are still up in the air. What we can tell though, is that when we are done with the ship class there will still be targets to gank, even if it is more time consuming and more demanding to do so - as it should be.

And all of this is without to say our player base has proven many times it is capable of overcoming any change we throw at them and fill the sandbox with creative, new ingenuous solutions. Smart players in all concerned sides, should they be suicide ganker or miner, will eventually adapt and most likely profit from the situation.
gfldex
#2586 - 2012-08-02 10:23:34 UTC
CCP Ytterbium wrote:

However, while we looked at them it quickly became apparent that they were just too fragile as a whole. A properly fit Tornado delivers a volley of at least 9000 damage, which was far enough to destroy an untanked Hulk before it could react.


Tanking a Hulk was indeed not easy to do. Esp. for those who used not so well skilled alts to pilot them. Sadly you choose to make it hard to gank without any fitting decisions on side of the pilot. You made the game easy. You could have turned them into armor tanks and give them enough PG to fit a plate instead of filling all lowslots with mining upgrades.

You can take sand out of the sandbox if you like. Just keep in mind that when the sand is all gone only the cat poo will remain.

If you take all the sand out of the box, only the cat poo will remain.

Richard Desturned
Royal Amarr Institute
Amarr Empire
#2587 - 2012-08-02 10:30:23 UTC
CCP Ytterbium wrote:
A properly fit Tornado delivers a volley of at least 9000 damage, which was far enough to destroy an untanked Hulk before it could react.


What's the problem?

npc alts have no opinions worth consideration

Dave stark
#2588 - 2012-08-02 10:42:16 UTC
Richard Desturned wrote:
CCP Ytterbium wrote:
A properly fit Tornado delivers a volley of at least 9000 damage, which was far enough to destroy an untanked Hulk before it could react.


What's the problem?


that bit, i'd imagine.
Richard Desturned
Royal Amarr Institute
Amarr Empire
#2589 - 2012-08-02 10:42:37 UTC  |  Edited by: CCP Phantom
Richard Desturned wrote:
CCP Ytterbium wrote:
A properly fit Tornado delivers a volley of at least 9000 damage, which was far enough to destroy an untanked Hulk before it could react.


What's the problem?



The typical response is usually "well hurr the ISK loss isn't balanced" - since when is anything in this game balanced around cost? The Hulk is a 300M ship, sure, but at the moment it can out-mine literally any conceivable setup on any ship in the game even without a single MLU fit. An untanked T3 or recon will also die to one 1400 volley of RF EMP L. Should that be changed as well?

npc alts have no opinions worth consideration

Richard Desturned
Royal Amarr Institute
Amarr Empire
#2590 - 2012-08-02 10:43:01 UTC
Dave stark wrote:
Richard Desturned wrote:
CCP Ytterbium wrote:
A properly fit Tornado delivers a volley of at least 9000 damage, which was far enough to destroy an untanked Hulk before it could react.


What's the problem?


that bit, i'd imagine.


that's how alpha works, hope this helps

npc alts have no opinions worth consideration

Dave stark
#2591 - 2012-08-02 10:45:33 UTC
Richard Desturned wrote:
Dave stark wrote:
Richard Desturned wrote:
CCP Ytterbium wrote:
A properly fit Tornado delivers a volley of at least 9000 damage, which was far enough to destroy an untanked Hulk before it could react.


What's the problem?


that bit, i'd imagine.


that's how alpha works, hope this helps


sure it's how it works, obviously ccp aren't happy with that.
Richard Desturned
Royal Amarr Institute
Amarr Empire
#2592 - 2012-08-02 10:50:18 UTC  |  Edited by: Richard Desturned
Dave stark wrote:
sure it's how it works, obviously ccp aren't happy with that.


getting blown up and podded before you can react is something that does not just happen to miners

the hulk miner also has the option of reacting by seeing a tornado landing and getting out of there - of course, he's AFK and sitting still, but if they're really accounting for bad choices, well, 'heh'

npc alts have no opinions worth consideration

rodyas
Tie Fighters Inc
#2593 - 2012-08-02 10:52:10 UTC
Richard Desturned wrote:
Dave stark wrote:
Richard Desturned wrote:
CCP Ytterbium wrote:
A properly fit Tornado delivers a volley of at least 9000 damage, which was far enough to destroy an untanked Hulk before it could react.


What's the problem?


that bit, i'd imagine.


that's how alpha works, hope this helps


So many good quotes you have, and so hard to multi-quote.

You bringing up alpha and how awesome it is, might be a bit foolhardy. CCP just stated they are for tiericide, since it allows other ships to shine, that were once shafted. If alpha is too good, then CCP might tiericide it, so other ships will be used.

Yeah the isk stuff, True a Hulk mines more then a destoyer, so its fair for the destroyer to blow it up. But effort then (like you goons like) to build and have a hulk, takes alot more effort, then to build and have then whatever ship you talk about.

Signature removed for inappropriate language - CCP Eterne

Dave stark
#2594 - 2012-08-02 10:52:42 UTC
Richard Desturned wrote:
Dave stark wrote:
sure it's how it works, obviously ccp aren't happy with that.


getting blown up and podded before you can react is something that does not just happen to miners

the hulk miner also has the option of reacting by seeing a tornado landing and getting out of there - of course, he's AFK and sitting still, but if they're really accounting for bad choices, well, 'heh'


perhaps not so valid when we're talking about nados but i'm almost sure a destroyer can land on grid and bump a miner before they're aligned?
Richard Desturned
Royal Amarr Institute
Amarr Empire
#2595 - 2012-08-02 10:53:38 UTC
rodyas wrote:
Yeah the isk stuff, True a Hulk mines more then a destoyer, so its fair for the destroyer to blow it up. But effort then (like you goons like) to build and have a hulk, takes alot more effort, then to build and have then whatever ship you talk about.


Who ever said this game was supposed to be fair?

You work for what you have in this game, just like in life, and anybody can come by and ruin it all, just like in life.

npc alts have no opinions worth consideration

Richard Desturned
Royal Amarr Institute
Amarr Empire
#2596 - 2012-08-02 10:54:10 UTC
Dave stark wrote:
perhaps not so valid when we're talking about nados but i'm almost sure a destroyer can land on grid and bump a miner before they're aligned?


Let me tell you about Orca bonuses and being aligned (i.e. moving)

npc alts have no opinions worth consideration

Dave stark
#2597 - 2012-08-02 10:59:51 UTC
Richard Desturned wrote:
Dave stark wrote:
perhaps not so valid when we're talking about nados but i'm almost sure a destroyer can land on grid and bump a miner before they're aligned?


Let me tell you about Orca bonuses and being aligned (i.e. moving)

implying you must be in a fleet or you deserve to be ganked?
Richard Desturned
Royal Amarr Institute
Amarr Empire
#2598 - 2012-08-02 11:05:38 UTC
Dave stark wrote:
Richard Desturned wrote:
Dave stark wrote:
perhaps not so valid when we're talking about nados but i'm almost sure a destroyer can land on grid and bump a miner before they're aligned?


Let me tell you about Orca bonuses and being aligned (i.e. moving)

implying you must be in a fleet or you deserve to be ganked?


orca bonuses give you extra strip miner range

please don't put words in my mouth

npc alts have no opinions worth consideration

Syphon Lodian
Fabled Enterprises
#2599 - 2012-08-02 11:12:38 UTC  |  Edited by: CCP Phantom
Richard Desturned wrote:

I haven't ganked miners since the interdiction but I don't believe that they should be given the ability to AFK mine without worries because anything that sneezes at them will be nerfed.


This has never been, and will never be the case, ever.

You can be popped anywhere.

This update really changes nothing, even in the smallest sense. It just encourages the use of other barges, and is obviously a step in changing not only barges but everything else that is affected by limited "progression tiers". It's been explained, a lot.

Essentially, "Adding more ships to EVE, without having to actually add more ships to EVE."
Jagoff Haverford
Royal Amarr Institute
Amarr Empire
#2600 - 2012-08-02 11:23:59 UTC  |  Edited by: Jagoff Haverford
CCP Ytterbium wrote:
Because, once again, this has proven how dangerous it is to jump to conclusions from a work-in-progress Singularity build; Mining Barges and Exhumer numbers are still being adjusted as we speak. EHP, cargohold, ore bay values are still up in the air. .
Who, us? Jump to conclusions? Why, that would be pointless! That would be like producing pages and pages of argument concerning the benefits and detriments of Singularity specifications that we've already been told are going to change. Which is exactly what happened when I tried to post some questions about cargohold size.

So, I'm totally onboard with the fact that things are still up in the air. But I am also trying to understand the goal of the Hulk's relatively tiny cargohold size, especially in relation to size of it's "ammunition" (i.e., mining crystals), and in comparison to the other Exhumers, which have fewer strip miners to be kept fed with mining crystals.

As things stand at the moment, the Hulk's cargohold is 350m and each T2 mining crystal takes up 25m of space. At least 25m of space has be remain "open" in order to have room to change out crystals. So, the cargohold can hold 13 crystals to cover 3 strip miners. A player can therefore carry a full set of 3 crystals for one ore type in the strip miners themselves, plus another 4 full sets for 4 other ore types in the cargohold (plus one other spare crystal, in case one of those 12 other crystals should expire).

In other words, each Hulk can head out to the belts with enough crystals to fully cover 5 different kinds or ore. Which sounds like a lot, until you realize that there are 16 different types of ore in the game, and 12 different ore types in the Large Ore Clusters that appear in null space. Being able to hit only 5 different types of ore is perfectly fine in hisec -- where the belts have, at most, only 4 types at a time -- but it's pretty limiting when mining in null or in wormholes.

This limitation might be totally intentional. The idea may be that, since the Hulk is a ship that needs fleet support, haulers should be required to both take the ore away and to deliver new crystals as needed. If so, I'm totally cool with that, although it has to be said that the speeds of barges, exhumers, and haulers are such that these delivery times are likely to be exceptionally slow. But since you've already addressed a few questions in this thread, could you possibly have a go at a few other questions?

1. What is the goal of limiting Hulks to just 5 full sets of crystals at a time?

2. Shouldn't Hulk be given 3 times more space for crystals than the Skiff, since it has 3 times more strip miners? Or at least twice as much?

3. Is there any chance that the mining crystals will be shrunk from 25 m3 to something more in line with combat laser crystals?

Thanks in advance!