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Mining barge changes [now with feedback]

Author
Dave stark
#541 - 2012-07-31 12:47:46 UTC  |  Edited by: Dave Stark
as of now on sisi, hulk is showing 5%/level resistances on the info as well as on the fitting screen. yield is still at 3%/level for both mining barge and exhumer on the information screen.

also

https://forums.eveonline.com/default.aspx?g=posts&m=1725209#post1725209

more goodies tomorrow.
ugh zug
Aliastra
Gallente Federation
#542 - 2012-07-31 19:56:10 UTC
i would like to add, a laser is a laser, why is it that mining lasers/strip lasers cannot be used as a weapon against attacking parties? they dont have to be supper effective, but they should be able to do some damage, i mean they break rocks ffs.

Want me to shut up? Remove content from my post,1B. Remove my content from a thread I have started 2B.

nardaq
Orion Expeditions
#543 - 2012-07-31 20:17:26 UTC
U can nerf anything BUT don't touch the cargo for the crystals. UI is already a pain in the ass and swapping type will be even more a pain in the ass. Not even mentioning multi boxing

350m3 = 14 crystals = 4 sets. Good for empire, not for 0.0


Go change the cargo on the amarr ship to 5m3 or so.......Shocked
Buzzy Warstl
Quantum Flux Foundry
#544 - 2012-07-31 22:02:33 UTC
ugh zug wrote:
i would like to add, a laser is a laser, why is it that mining lasers/strip lasers cannot be used as a weapon against attacking parties? they dont have to be supper effective, but they should be able to do some damage, i mean they break rocks ffs.

Rocks don't have shields. You just need to shock them right and they pulverise for the tractor beams to pick up. They are optimised for that process, so while you could *tell* if they were pointed at your ship, the shields of the weakest combat frigate are more than strong enough to compensate for them effortlessly.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Cynosural Sari
State War Academy
Caldari State
#545 - 2012-07-31 22:38:49 UTC
I see a problem:
What is the cost of these ships going to be at current mineral prices?

Originally, you had three tiers of Exhumer, with scaling build costs.

Now you have three Exhumers that are in theory equal.

Yet the Skiff is like 100M, the Mack is 170M and the Hulk is almost 300M.

Since the Hulk was improved a bit, and the Mack and Skiff were radically improved - wouldn't it makes sense for all of the new Exhumers cost roughly 400M each?

A Retriever, with a massive cargo bay and large amounts of EHP - still costing 5M is quite silly.

While generally ship buffs and nerfs generally are independent of cost...this is a major rework for the Barge class, and build costs should be revised upwards significantly.....

Dave stark
#546 - 2012-07-31 22:41:05 UTC
the mats for the barges has been changed on sisi, there's a thread about it in science and industry.
Blastil
Aideron Robotics
Aideron Robotics.
#547 - 2012-08-01 15:28:13 UTC
Cynosural Sari wrote:
I see a problem:
What is the cost of these ships going to be at current mineral prices?

Originally, you had three tiers of Exhumer, with scaling build costs.

Now you have three Exhumers that are in theory equal.

Yet the Skiff is like 100M, the Mack is 170M and the Hulk is almost 300M.

Since the Hulk was improved a bit, and the Mack and Skiff were radically improved - wouldn't it makes sense for all of the new Exhumers cost roughly 400M each?

A Retriever, with a massive cargo bay and large amounts of EHP - still costing 5M is quite silly.

While generally ship buffs and nerfs generally are independent of cost...this is a major rework for the Barge class, and build costs should be revised upwards significantly.....




I see supply and demand working this out. Macs and skiffs are cheep because they're worthless. I would expect them to go up in price between 20 and 50 mil a piece after changes due to demand increase. If what you're saying is true, the economy will hold this out.

as for the t1 barges, They'll go up in price as well for the same reasons, but I would hate to see it get out of hand, because the retriever is a 2 month ship, and it is the first REAL mining ship newbies have. that being said, interceptors are the first real pvp ships pvp players get into and they cost 30 mil to buy hull + fittings, so 15-20 mil would be reasonable for the tier 1 mining ship.

Denidil
Cascades Mountain Operatives
#548 - 2012-08-01 15:35:40 UTC
Cynosural Sari wrote:
wouldn't it makes sense for all of the new Exhumers cost roughly 400M each?



**** no.. they shouldn't be more than 100m

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Jitaseller
Terrulian Exo Arcologies
#549 - 2012-08-01 19:14:35 UTC
It would have been nice to see the ice / merc rigs changed into a mid slot module. Rig juggling just seems to be another needlessly done mechanic, when a module could easily be put in to accomplish the same thing.
Infinite Force
#550 - 2012-08-01 19:16:38 UTC
Jitaseller wrote:
It would have been nice to see the ice / merc rigs changed into a mid slot module. Rig juggling just seems to be another needlessly done mechanic, when a module could easily be put in to accomplish the same thing.

This.

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#551 - 2012-08-01 19:34:04 UTC
Jitaseller wrote:
It would have been nice to see the ice / merc rigs changed into a mid slot module. Rig juggling just seems to be another needlessly done mechanic, when a module could easily be put in to accomplish the same thing.

Yield increases seem like the mining equivalent of a weapon damage upgrade. As such it does seem to me to make more sense in the lows and rigs as it currently is.
Sigras
Conglomo
#552 - 2012-08-01 22:34:08 UTC
Jitaseller wrote:
It would have been nice to see the ice / merc rigs changed into a mid slot module. Rig juggling just seems to be another needlessly done mechanic, when a module could easily be put in to accomplish the same thing.

The point is to use rigs to make the ships specialized like the bonuses used to.

theyre supposed to me more or less permanent.
Infinite Force
#553 - 2012-08-02 00:02:57 UTC  |  Edited by: Infinite Force
Sigras wrote:
Jitaseller wrote:
It would have been nice to see the ice / merc rigs changed into a mid slot module. Rig juggling just seems to be another needlessly done mechanic, when a module could easily be put in to accomplish the same thing.

The point is to use rigs to make the ships specialized like the bonuses used to.

theyre supposed to me more or less permanent.

We all know that rigs are permanent - until you replace/destroy the rig, repackage the ship or get it blown up. :)

I think what Jitaseller is really getting at is that by using a rig to "define" an Ice / Ore / Merc miner, you are unnessarily forcing people to 'buy' 3 ships (if you're doing all 3 activities).

Yes, you can buy multiple rigs and replace the rig each time you change activities, but let's be honest, how many people are going to spend 5M (complete guess here on cost) for a rig change everytime they want to use the same ship hull (e.g. Mack) to do a different activity (e.g. ice to ore to Mercoxit mining). In the short run, it might seem easier, but long term, you're going to be spending a lot of unnecessary ISK on rigs. I'm sure the rig builders won't mind selling those extra rigs though.

By using a mid-slot to define the mining role, you can instead fit that mid-tank item in the rig slots, and use a single hull for all the different mining roles.

Much more streamlined & efficient.

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Sigras
Conglomo
#554 - 2012-08-02 01:40:30 UTC
I think the point is that its supposed to be inefficient.

people didnt have a problem buying three different ships to do the different things before.

youre supposed to want multiple ships for the different activities, PvP players do this all the time. At least you get the added advantage of having a ship that CAN do the things its not rigged for, just not as well.

No matter how I rig my armageddon, it doesnt shield tank all that well.
Jitaseller
Terrulian Exo Arcologies
#555 - 2012-08-02 17:38:07 UTC
By that logic I should now buy 9 different barges to fill 3 of the roles for each hull?
Infinite Force
#556 - 2012-08-02 20:10:36 UTC
Sigras wrote:
I think the point is that its supposed to be inefficient.

people didnt have a problem buying three different ships to do the different things before.

youre supposed to want multiple ships for the different activities, PvP players do this all the time. At least you get the added advantage of having a ship that CAN do the things its not rigged for, just not as well.

No matter how I rig my armageddon, it doesnt shield tank all that well.

Before this change, each ship had speciality -- Skiff for Merx, Mack for Ice, Hulk for Ore. They were specialized so you had to buy all 3 hulls to be efficient at the specialized task.

As Jitaseller points out:
Jitaseller wrote:
By that logic I should now buy 9 different barges to fill 3 of the roles for each hull?

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Hypercake Mix
#557 - 2012-08-02 20:39:35 UTC
Posted this in the wrong place before... but...

I think Exhumer tank needs to be brought back up a few more notches. We still don't know what the Destroyer rebalancing and beyond will bring.
Zyella Stormborn
Green Seekers
#558 - 2012-08-02 21:59:54 UTC
Jitaseller wrote:
It would have been nice to see the ice / merc rigs changed into a mid slot module. Rig juggling just seems to be another needlessly done mechanic, when a module could easily be put in to accomplish the same thing.



I was thinking a Mod similar to the T3 cruisers setup. Attach the Ice harvesting mod. Or the Mercox mining mod, etc. Won't happen I'm sure, but hey, I like the concept and think it would have been perfect. Roll

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Kyra Yaken
Doomheim
#559 - 2012-08-03 11:49:30 UTC
Zyella Stormborn wrote:

I was thinking a Mod similar to the T3 cruisers setup. Attach the Ice harvesting mod. Or the Mercox mining mod, etc. Won't happen I'm sure, but hey, I like the concept and think it would have been perfect. Roll



Or give us t3 mining ship where we can install modules either for tank, cargo, yield, along with ice, merc, gas, roid modules.

True story Bro.

Carola Kessler
Lost Sisters Of New Eden
#560 - 2012-08-03 11:55:16 UTC
New Patch out, again no relevant changes to Mining Ships / Exhumers......disappointing. X

sincerly

Carola Kessler