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Ore. Simplified.

Author
Cheopis
Cheopis Industries
#61 - 2012-09-18 11:21:47 UTC
Edited original post to modify minimum refining quantity for all ores to 100m3 because it does make sense to have chunks/batches of minerals of appropriate size for efficient refining. 100m3 seems like a good number to base all refining off of.
betoli
The Scope
Gallente Federation
#62 - 2012-09-18 11:24:48 UTC
Pipa Porto wrote:

If you round down, you'll cause many people to have to calculate how many units to put in the stack they want to refine to avoid losing material.


This sounds like a good idea to me - people can either calculate it, or just run with the premise that bulk refining is a bit more efficient.
HELLBOUNDMAN
Aliastra
Gallente Federation
#63 - 2012-09-18 15:22:12 UTC
Pipa Porto wrote:
HELLBOUNDMAN wrote:
Pipa Porto wrote:
stuff


How do you feel about what I've suggested?

(recap)
In short so you don't have to go back and read it if you don't want to.

All ores/minerals are displayed by their m3 value and not their unit value including on the market.

So you'd by .1 m3 of veldspar instead of 1 unit, though they're the same thing.
(end recap)

This isn't changing at all how the system works, but instead is simply displaying an alternate value that is more meaningful number to the player, where as units are nothing.

If I have 8, 1 pound bars of gold I'm not going to tell someone I have 8 units of gold because the value isn't determined by that factor. I will tell them I have 8 ounces of gold.

The same for ore. The only reason we use units as a reference in Eve when it comes to ores/minerals is because CCP presented them in such a manner.


What happens if I buy 1m3 of Arkonor (or any amount not divisible 16)? EVE can't handle fractional items. If you're saying adjust all ore sizes to 1m3 and keep refining batch volumes the same, that's better but you have 2 problems. First, there are 2 ores with non-whole number refining batch volumes. Second, you've just made mining drones and lasers much more efficient at mining high ends. In the end (assuming you take care of those elegantly), what does it improve? You still need the same amount of mining time to get a refining batch and your mineral yield stays the same, and you end up with a lookup chart that's almost identical to the one we have now. You gain some extra granularity in the ore markets, but those aren't exactly active markets (mostly buy orders from refiners and sell orders from hopeful, silly people) and I don't see any sign that they need that granularity.

By the way, Gold is the refined Mineral. It's probably pretty hard to get someone to make delivery on a small amount of gold ore.


Ok, well, I suppose when it comes to the market/production/etc. etc. then they can still be listed in units as opposed to m3 just to keep things even more simple.

Now, when it comes to mining ores, when you survey scan they should display as m3 in the rock, and NOT units.


See, this is the part that is kinda funny, because a survey scanner should be scanning and determining the m3 of an asteroid. The scanner basically measures the m3 of the roid.

However, internally the scanner does the math and determines how many units of ore are available in that roid.

This is actually kind of redundant, because we players who mine based off m3 now have to turn around and undo the math that the survey scanner just did so we can know how long to keep our lasers on.



So, what I want is simple. When I survey scan I either want m3 to show instead of units, or I want m3 to show as well as units.
HELLBOUNDMAN
Aliastra
Gallente Federation
#64 - 2012-09-18 15:33:48 UTC
Cheopis wrote:
I would like to suggest simplification of a system in order to streamline out some complexity which has no function. Right now, when we mine ore, every ore has a different volume per unit. Additionally, different ores require different numbers of units of ore in order to refine them, however, our mining lasers and drones mine ore based solely on volume and our ships carry ore solely based on volume.

There's built in confusion here that serves no purpose. I suspect that the complexity of the ore system is related to some sort of planned feature that never actually got implemented.

What I would suggest is that the entire ore measurement system get drastically simplified:

1) Instead of each single unit of ore being (x) cubic meters, make the standard measure of every ore 1m3.
2) Instead of each ore having a different volume requirement for refining, make the minimum refining volume 100m3 for all ores.
3) Keep the refining numbers per m3 of ore the same as they give per m3 now.

For example:

Veldspar is normally 0.1m3 per unit. It would instead be 1m3 per unit.
Veldspar normally requires 333 units to refine. It would instead require 100 unit. 100m3.
A refining unit of Veldspar is currently 333 units at 0.1m3 each, so 33.3m3. The output from 100m3 of refined Veldspar would be 3x of the output from an old 333 unit chunk of Veldspar.

You might ask: "Why make this change" The simple answer is that it's simply a pruning of unnecessary complexity. I have been around, off and on, for a long time. I cannot count the number of times I've heard miners grumbling about all the math we have to juggle in our head when we are trying to estimate the values of our mixed yield mining. I cannot even begin to count the number of times I've had to explain to new players how the ore volume / refining process works.

Don't change ANY of the functional output from miners. Simply change the way it's presented to the players. An Iteron V full of 33,000 m3 of Veldspar with current units should yield exactly the same as an Iteron V full of 33,000 m3 of Veldspar with proposed 1m3 units.

The difference, is elegance, efficiency, and clarity.

I edited this to change the minimum refining value to 100m3 because is does make sense to have some sort of rational limit on the volume of ore that a refiner would want to process.



I realize you changed the refinement requirement on this, but I'm still telling you this CANNOT happen.

The reason for the different volumes of the ores is for mining.
Mining lasers mine (x) m3 per cycle.

So, if every ore had a unit value of 1 m3, then I would be able to go into null sec and mine arkonor at the same rate as someone mining veldspar.

However, if you are simply increasing the m3 value of every ore, then you would have to increase the m3 value of EVERYTHING in game by x10.

So, instead of mining 1,000 m3 per cycle, you'd now mine 10,000 m3 per cycle.
Instead of a hulk having an 8,000 m3 ore hold, it would instead have a 80,000 m3 ore hold.

Every ship in game would need a large cargobay, thus everything in game would need an increased m3 value to compensate for the added m3 of cargoholds...The list goes on.


You CANNOT make the m3 value of a unit of any ore type 1 m3 because the value of the ores is not only determined by location and availability but also how much you can extract at any given time.
So, the mining lasers are set to determine how much m3 they can extract at once, thus how many units of the individual ores it's capable of extracting.


If you did convert every ore to being 1 m3 per unit, then you would basically have to redesign how mining worked.

Your mining yield per cycle would have to be determined by the asteroid and not the mining laser.

Honestly, all you're really doing is trying to simplfy the system for players, but you're really making an insanely complicated system for CCP, and that's not needed
Arduemont
Rotten Legion
#65 - 2012-09-18 15:42:43 UTC
Supported.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Pipa Porto
#66 - 2012-09-18 18:58:55 UTC
Cheopis wrote:
Experienced miners don't even worry about lookup charts. We figure out the ratio of minerals we need, and that's what we mine based by. We ignore the wierd little freakish volume units and the completely unnecessary lookup charts. We base our calculations on yield per m3. because that's what we mine by - m3.

You understand that the wastage due to the freak units of volume of ore is already nonlinear? Giving up a oddball loss ratio due to freakish meaningless units of volume in exchange for some wastage due to clear and easily understood, documented, waste levels on lasers should be pure win for any individual concerned with such things.

Of course, as soon as you get in your first ship with strip miners, the entire old system of waste is meaningless to you. It's only an impediment to the noob miners, which is why it needs to go in the first place because the only effect is has is negative, and the only people it affects in anything resembling a meaningful manner is noobs. Negatively.


How does your system remove the need for a lookup chart to figure out how much you could refine a given amount of ore? All it does is change the numbers in that chart (mostly to a bunch of decimals with many significant figures).

Yes, but it's one simple floor function for all the ores. Translating that into wastage at the point of the mining laser requires a much less elegant function (because it requires a different function for each ore type) and much harder to explain.

Again, it's not. The inefficiency of mining large ores still affects Strip Miners. More importantly, making part of a chart look "nicer" is not a good enough reason to radically change the size of the items. Especially when that "niceness" comes at the cost of the legibility of the rest of the chart.

If you were only pushing for changing the size of the ores and not the volumes needed to refine, I think the response would be an overwhelming "Who gives a Damn" which, while better than a "this would cause a bunch of unnecessary problems," is still a strong argument against fixing something that isn't broken*.

*Before you go off on the confused newbie again, I'll refer you back to my 5 sentences that explain the system at around a 1st grade reading level and ask you once again to produce the newbie who is still confused after reading those 5 sentences and the explanation in the Career mission.

EvE: Everyone vs Everyone

-RubyPorto

Pipa Porto
#67 - 2012-09-18 19:00:05 UTC
betoli wrote:
Pipa Porto wrote:

If you round down, you'll cause many people to have to calculate how many units to put in the stack they want to refine to avoid losing material.


This sounds like a good idea to me - people can either calculate it, or just run with the premise that bulk refining is a bit more efficient.


This does the opposite and makes bulk refining less efficient.

EvE: Everyone vs Everyone

-RubyPorto

Pipa Porto
#68 - 2012-09-18 19:02:20 UTC
HELLBOUNDMAN wrote:
So, what I want is simple. When I survey scan I either want m3 to show instead of units, or I want m3 to show as well as units.


That isn't a bad idea at all. In fact it sounds like a great idea for Team Papercuts. And adding a column to the survey scanner results table is a much more elegant solution to your issue than changing the whole refining system.

EvE: Everyone vs Everyone

-RubyPorto

betoli
The Scope
Gallente Federation
#69 - 2012-09-18 19:02:43 UTC
HELLBOUNDMAN wrote:

I realize you changed the refinement requirement on this, but I'm still telling you this CANNOT happen.

The reason for the different volumes of the ores is for mining.
Mining lasers mine (x) m3 per cycle.

So, if every ore had a unit value of 1 m3, then I would be able to go into null sec and mine arkonor at the same rate as someone mining veldspar.


Thats trivially fixed by tweaking the refining amount..
betoli
The Scope
Gallente Federation
#70 - 2012-09-18 19:05:06 UTC
Pipa Porto wrote:
betoli wrote:
Pipa Porto wrote:

If you round down, you'll cause many people to have to calculate how many units to put in the stack they want to refine to avoid losing material.


This sounds like a good idea to me - people can either calculate it, or just run with the premise that bulk refining is a bit more efficient.


This does the opposite and makes bulk refining less efficient.


example?
Pipa Porto
#71 - 2012-09-18 19:21:48 UTC
betoli wrote:
Pipa Porto wrote:
betoli wrote:
Pipa Porto wrote:

If you round down, you'll cause many people to have to calculate how many units to put in the stack they want to refine to avoid losing material.


This sounds like a good idea to me - people can either calculate it, or just run with the premise that bulk refining is a bit more efficient.


This does the opposite and makes bulk refining less efficient.


example?


You have enough Ore to refine to a whole number of minerals +1m3. Currently you get that 1m3 of Ore back. OP's suggestion is that that 1m3 of Ore is lost by rounding down the resultant minerals.

EvE: Everyone vs Everyone

-RubyPorto

Cheopis
Cheopis Industries
#72 - 2012-09-18 22:01:44 UTC
Pipa Porto wrote:
HELLBOUNDMAN wrote:
So, what I want is simple. When I survey scan I either want m3 to show instead of units, or I want m3 to show as well as units.


That isn't a bad idea at all. In fact it sounds like a great idea for Team Papercuts. And adding a column to the survey scanner results table is a much more elegant solution to your issue than changing the whole refining system.


So rather than remove meaningless units from the system, you would prefer to add more complexity by adding a secondary unit to a scanning screen.

Just remove the stupidunits and do every single ore calculation in m3.

If you want to preserve the oddball wasteage method which only effects noob miners, then do so with clearly documented wastage numbers on the lasers themselves.
Cheopis
Cheopis Industries
#73 - 2012-09-18 22:05:22 UTC  |  Edited by: Cheopis
Pipa Porto wrote:
betoli wrote:
Pipa Porto wrote:
betoli wrote:
Pipa Porto wrote:

If you round down, you'll cause many people to have to calculate how many units to put in the stack they want to refine to avoid losing material.


This sounds like a good idea to me - people can either calculate it, or just run with the premise that bulk refining is a bit more efficient.


This does the opposite and makes bulk refining less efficient.


example?


You have enough Ore to refine to a whole number of minerals +1m3. Currently you get that 1m3 of Ore back. OP's suggestion is that that 1m3 of Ore is lost by rounding down the resultant minerals.


So let me get this straight:

One of your objections to changing the system as I described is that changing it would reduce inherent waste in the system.

Another of your objections to this system as I described it is that changing it would increase inherent waste in the system.

Why don't we just add -reason and +reason together and get rid of these two arguments entirely because they cancel each other out.

Personally, I'm beginning to believe that your only real objection to this system I have put forth is that it's different from what you have learned. You have no concern for the new players that look at it and get a headache because it's so mind-bogglingly absurd. You don't care that it has no redeeming qualities and has no meaningful effect on any player that's not a noob. You will argue both the efficiency and inefficiency side at the same time because you simply don't want change.
betoli
The Scope
Gallente Federation
#74 - 2012-09-18 23:56:04 UTC  |  Edited by: betoli
Pipa Porto wrote:
betoli wrote:
Pipa Porto wrote:
betoli wrote:
Pipa Porto wrote:

If you round down, you'll cause many people to have to calculate how many units to put in the stack they want to refine to avoid losing material.


This sounds like a good idea to me - people can either calculate it, or just run with the premise that bulk refining is a bit more efficient.


This does the opposite and makes bulk refining less efficient.


example?


You have enough Ore to refine to a whole number of minerals +1m3. Currently you get that 1m3 of Ore back. OP's suggestion is that that 1m3 of Ore is lost by rounding down the resultant minerals.


I read it that if refining 1 unit if X provided 1.1 units of Y, then refining 1 unit you would get 1 unit of Y (10% waste), but refining 15 units of X would give FLOOR(16.5)=16 units of Y (3% waste)
Pipa Porto
#75 - 2012-09-19 00:00:29 UTC
betoli wrote:
Pipa Porto wrote:
You have enough Ore to refine to a whole number of minerals +1m3. Currently you get that 1m3 of Ore back. OP's suggestion is that that 1m3 of Ore is lost by rounding down the resultant minerals.


I read it that if refining 1 unit if X provided 1.1 units of Y, then refining 1 unit you would get 1 unit of Y (10% waste), but refining 15 units of X would give FLOOR(16.5)=16 units of Y (3% waste)


But if you count it out, refining 10 units will get you 11 units with 0% waste. So instead of having the system automatically adjust the input to remove waste, you have to do it manually.

EvE: Everyone vs Everyone

-RubyPorto

Pipa Porto
#76 - 2012-09-19 00:01:23 UTC
Cheopis wrote:
Pipa Porto wrote:
HELLBOUNDMAN wrote:
So, what I want is simple. When I survey scan I either want m3 to show instead of units, or I want m3 to show as well as units.


That isn't a bad idea at all. In fact it sounds like a great idea for Team Papercuts. And adding a column to the survey scanner results table is a much more elegant solution to your issue than changing the whole refining system.


So rather than remove meaningless units from the system, you would prefer to add more complexity by adding a secondary unit to a scanning screen.

Just remove the stupidunits and do every single ore calculation in m3.

If you want to preserve the oddball wasteage method which only effects noob miners, then do so with clearly documented wastage numbers on the lasers themselves.


There's no additional complexity. There's simply more data presented to the user.

EvE: Everyone vs Everyone

-RubyPorto

HELLBOUNDMAN
Aliastra
Gallente Federation
#77 - 2012-09-19 00:04:11 UTC
Pipa Porto wrote:
Cheopis wrote:
Pipa Porto wrote:
HELLBOUNDMAN wrote:
So, what I want is simple. When I survey scan I either want m3 to show instead of units, or I want m3 to show as well as units.


That isn't a bad idea at all. In fact it sounds like a great idea for Team Papercuts. And adding a column to the survey scanner results table is a much more elegant solution to your issue than changing the whole refining system.


So rather than remove meaningless units from the system, you would prefer to add more complexity by adding a secondary unit to a scanning screen.

Just remove the stupidunits and do every single ore calculation in m3.

If you want to preserve the oddball wasteage method which only effects noob miners, then do so with clearly documented wastage numbers on the lasers themselves.


There's no additional complexity. There's simply more data presented to the user.



correct. While it makes absolutely no changes on how mining works.

It simply just makes life easier for those that survey while mining because they won't have to do the math to determine how many cycles/when in the cycle to shut the lasers off.

I'm OCD when it comes to mining so not having to do the math all the time would be nice
Pipa Porto
#78 - 2012-09-19 00:09:56 UTC
Cheopis wrote:
So let me get this straight:

One of your objections to changing the system as I described is that changing it would reduce inherent waste in the system.

Another of your objections to this system as I described it is that changing it would increase inherent waste in the system.

Why don't we just add -reason and +reason together and get rid of these two arguments entirely because they cancel each other out.

Personally, I'm beginning to believe that your only real objection to this system I have put forth is that it's different from what you have learned. You have no concern for the new players that look at it and get a headache because it's so mind-bogglingly absurd. You don't care that it has no redeeming qualities and has no meaningful effect on any player that's not a noob. You will argue both the efficiency and inefficiency side at the same time because you simply don't want change.


They are two different categories of waste and affect the process in different ways. They don't cancel out.

I will repeat again. Find me the newbie who is getting confused by something that takes 5 sentences written for a 1st grade reading level to explain in full.

My primary objection is that your proposed lookup table would look awful and be a pain to use (bunch of decimals instead of whole, round numbers).
My secondary objection is that the system is, in no way, broken, complex, or hard to understand, so "fixing it" in some vain grab for a false elegance serves no purpose.

The rest is just nitpicking at the details. Like your solution for retaining block mining inefficiencies of altering the individual ore yield of every mining module to the effect that it is no longer simple to predict what effect training a skill up by one level would have.

EvE: Everyone vs Everyone

-RubyPorto

Cheopis
Cheopis Industries
#79 - 2012-09-19 02:06:33 UTC  |  Edited by: Cheopis
Pipa Porto wrote:
Cheopis wrote:
So let me get this straight:

One of your objections to changing the system as I described is that changing it would reduce inherent waste in the system.

Another of your objections to this system as I described it is that changing it would increase inherent waste in the system.

Why don't we just add -reason and +reason together and get rid of these two arguments entirely because they cancel each other out.

Personally, I'm beginning to believe that your only real objection to this system I have put forth is that it's different from what you have learned. You have no concern for the new players that look at it and get a headache because it's so mind-bogglingly absurd. You don't care that it has no redeeming qualities and has no meaningful effect on any player that's not a noob. You will argue both the efficiency and inefficiency side at the same time because you simply don't want change.


They are two different categories of waste and affect the process in different ways. They don't cancel out.

I will repeat again. Find me the newbie who is getting confused by something that takes 5 sentences written for a 1st grade reading level to explain in full.

My primary objection is that your proposed lookup table would look awful and be a pain to use (bunch of decimals instead of whole, round numbers).
My secondary objection is that the system is, in no way, broken, complex, or hard to understand, so "fixing it" in some vain grab for a false elegance serves no purpose.

The rest is just nitpicking at the details. Like your solution for retaining block mining inefficiencies of altering the individual ore yield of every mining module to the effect that it is no longer simple to predict what effect training a skill up by one level would have.


Here's what I imagine a lookup table would look like for this system. Ya, terribly complex. Really.

http://tinypic.com/m/ftfrrm/2

No, I did not finish the chart. I think it makes my point.
Cheopis
Cheopis Industries
#80 - 2012-09-19 02:31:49 UTC
Added a link to the sample lookup table to the OP