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Pending changes to T2 rig production?

First post
Author
Shin Dari
Covert Brigade
#141 - 2011-10-15 22:40:08 UTC
Falin Whalen wrote:
First lets see if a larger prevalence of T2 rigs on the market, will drive demand for them. You are trying to build a bridge over a river we have not arrived at yet, and which may even be a small trickle when we do. Let's build that bridge if and when we need to. If the increased drops from Mag sites still don't meet demand, then I can see alchemy coming in, but we aren't even there yet. Your concern is duly noted.

Have you completely ignored the example given of what happened, when multiple sized became possible? People will buy T2 rigs, they will most likely be also the people that use T2 modules, and that is a substantial market.

I can understand you want to see a buff to mag sites, but don't do it over the backs of the rest of us. I prefer to have a demand based market instead of sellers market, its much more healthy for the game.
JitaPriceChecker2
Doomheim
#142 - 2011-10-16 09:46:08 UTC
Shin Dari wrote:
Falin Whalen wrote:
First lets see if a larger prevalence of T2 rigs on the market, will drive demand for them. You are trying to build a bridge over a river we have not arrived at yet, and which may even be a small trickle when we do. Let's build that bridge if and when we need to. If the increased drops from Mag sites still don't meet demand, then I can see alchemy coming in, but we aren't even there yet. Your concern is duly noted.

Have you completely ignored the example given of what happened, when multiple sized became possible? People will buy T2 rigs, they will most likely be also the people that use T2 modules, and that is a substantial market.

I can understand you want to see a buff to mag sites, but don't do it over the backs of the rest of us. I prefer to have a demand based market instead of sellers market, its much more healthy for the game.


No for production of t2 salvage parts from lvl4.

Falin Whalen
Federal Navy Academy
Gallente Federation
#143 - 2011-10-16 15:38:33 UTC  |  Edited by: Falin Whalen
Shin Dari wrote:
I want a licence to print isk by converting all the T1 salvage from L4 missions into T2 salvage, and I want to do it over the backs of the rest of you. I prefer to hide my greed under the guise of having a demand based market instead of a sellers market, its much more profitable for me.


Fixed your post.

Just say no, to having a system that will turn L4 missions into even more of an ISK making machine than they already are.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Shin Dari
Covert Brigade
#144 - 2011-10-16 16:39:57 UTC
Falin Whalen wrote:
Just say no, to having a system that will turn L4 missions into even more of an ISK making machine than they already are.
Are you kidding me? You must have absolutely zero understanding of economics to even think that, or just be a giant troll. I can generate more salvage and bounties ratting in 0.0 then I could in HS L4s.

The earnings of selling fixed salvage are going to be minimal if everybody gets the chance at it. Many people are going to sell it at little profit. Printing ISK only occurs (not counting bounties) when a limited amount of people has access to a resource, which is closer to what you are suggesting.


Now read this quote from an earlier post of mine:
Shin Dari wrote:
If you really want to have better mag sites then CCP should introduce T1 & T2 Capital rigs and have them only drop in mag sites. This gives them something unique and valuable.
This was me throwing you a capital sized bone. It would be unique and you wouldn't have to compete in the market with missioners or ratters.
Sizeof Void
Ninja Suicide Squadron
#145 - 2011-10-16 19:38:10 UTC
Shin Dari wrote:
Falin Whalen wrote:
Just say no, to having a system that will turn L4 missions into even more of an ISK making machine than they already are.
I can generate more salvage and bounties ratting in 0.0 then I could in HS L4s.

Agreed. I never can understand null-sec dwellers whining about high-sec L4s as ISK making machines - you might as well complain about high-sec mining, as well (oh, wait....).

Shin Dari wrote:

Printing ISK only occurs (not counting bounties) when a limited amount of people has access to a resource, which is closer to what you are suggesting.

Yep. And Mag (and other exploration) sites are broken, in this manner. They are all run-once, first-come, first-serve, and only respawn once per day, at downtime. A single gang can run every exploration site in a region in a few hours. So, the players who benefit are the ones who play immediately after downtime - pretty much leaving the American players SOL.

Thus, using drop rates of T2 salvage from Mag sites as a "fix" for T2 rig production, also requires fixing how/when exploration sites are spawned. And, this is likely to require a lot more "discussion" and work.
Falin Whalen
Federal Navy Academy
Gallente Federation
#146 - 2011-10-16 20:34:32 UTC  |  Edited by: Falin Whalen
Sizeof Void wrote:
Shin Dari wrote:
Falin Whalen wrote:
Just say no, to having a system that will turn L4 missions into even more of an ISK making machine than they already are.
I can generate more salvage and bounties ratting in 0.0 then I could in HS L4s.

Agreed. I never can understand null-sec dwellers whining about high-sec L4s as ISK making machines - you might as well complain about high-sec mining, as well (oh, wait....).
I also like how you fail to include mission rewards and loyalty points in your comparisons.Twisted Oops, did I type that, I wanted to say: I sympathise with you that it is a hard grind in your officer fit CNR and you don't make all that much ISK, really you don't.Roll

Quote:
Shin Dari wrote:

Printing ISK only occurs (not counting bounties) when a limited amount of people has access to a resource, which is closer to what you are suggesting.

Yep. And Mag (and other exploration) sites are broken, in this manner. They are all run-once, first-come, first-serve, and only respawn once per day, at downtime. A single gang can run every exploration site in a region in a few hours. So, the players who benefit are the ones who play immediately after downtime - pretty much leaving the American players SOL.

Thus, using drop rates of T2 salvage from Mag sites as a "fix" for T2 rig production, also requires fixing how/when exploration sites are spawned. And, this is likely to require a lot more "discussion" and work.

This, is so wrong, but nice effort.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Sizeof Void
Ninja Suicide Squadron
#147 - 2011-10-16 20:50:08 UTC
Falin Whalen wrote:
Sizeof Void wrote:

First, because increasing drop rates (from Mag sites or wrecks) may help fix the T2 rig production problem, but it exacerbates a bigger problem (the ISK faucet issue). The alchemy solution addresses both problems.


And I suppose you think mining is the biggest isk faucet ever?

As a matter of fact, yes. :)

I know what you've probably read in other forums/blogs, that ISK faucets are only those things that magically generate ISK into your wallet - like NPC bounties and ship insurance - and that all other activities - mining, for example - are just moving ISK around (I mine the ore, you buy it). In RL economics, this is true, and the equivalent of an ISK faucet would be a government which is printing more money - ie. creating more currency from nothing.

But, in RL, the physical assets/resources are finite and limited. In a game, we can create new assets/resources from nothing.

Thus, a more correct definition of an ISK faucet would be *any* game mechanic which magically spawns ISK - either directly (such as NPC bounties) or indirectly through the endless creation of new assets/resources (such as regenerating minable asteroids) which can be converted to ISK.

BTW - in RL, if this sort of endless creation were possible, you'd find that the economy would destabilize rather rapidly and "money" would become worthless.

In a game simulation, to prevent this sort of destabilization, we need ISK sinks, to remove ISK from the game - either directly (rent, taxes, clone payments, etc) or indirectly through the permanent destruction of assets/resources (destroyed modules, rigs, ships, etc.).

Thus, the balance of faucets to sinks is critically important. If you have too many sinks, your game runs out of assets/resources - and EVE would not be too much fun, if there were no more ships available, right? If you have too many faucets, then player assets/resouces become less valuable and less distinct, ie. losing any ship doesn't mean much since it can be so easily replaced.

For most of the vet players, can you guess which way the balance currently swings? For me, replacing a T2-fit BS isn't much more significant than replacing a noob frig.
Czeris
Caldari Provisions
Caldari State
#148 - 2011-10-16 22:53:00 UTC
Sizeof Void wrote:
Shin Dari wrote:
Falin Whalen wrote:
Just say no, to having a system that will turn L4 missions into even more of an ISK making machine than they already are.
I can generate more salvage and bounties ratting in 0.0 then I could in HS L4s.

Agreed. I never can understand null-sec dwellers whining about high-sec L4s as ISK making machines - you might as well complain about high-sec mining, as well (oh, wait....).

Shin Dari wrote:

Printing ISK only occurs (not counting bounties) when a limited amount of people has access to a resource, which is closer to what you are suggesting.

Yep. And Mag (and other exploration) sites are broken, in this manner. They are all run-once, first-come, first-serve, and only respawn once per day, at downtime. A single gang can run every exploration site in a region in a few hours. So, the players who benefit are the ones who play immediately after downtime - pretty much leaving the American players SOL.

Thus, using drop rates of T2 salvage from Mag sites as a "fix" for T2 rig production, also requires fixing how/when exploration sites are spawned. And, this is likely to require a lot more "discussion" and work.


Dude. You are just completely wrong on spawn mechanics. It doesn't work that way at all. It kind of makes the rest of your argument suspect when you don't even understand basic game mechanics.
Falin Whalen
Federal Navy Academy
Gallente Federation
#149 - 2011-10-16 23:50:28 UTC
Sizeof Void wrote:
Falin Whalen wrote:
Sizeof Void wrote:

First, because increasing drop rates (from Mag sites or wrecks) may help fix the T2 rig production problem, but it exacerbates a bigger problem (the ISK faucet issue). The alchemy solution addresses both problems.


And I suppose you think mining is the biggest isk faucet ever?

As a matter of fact, yes. :).


HAHAHAHAHAHA! 1/10 Because your argument has been beaten to death, repeatedly, but bonus points cause you got me to laugh, final score 3/10.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Sizeof Void
Ninja Suicide Squadron
#150 - 2011-10-17 01:11:22 UTC
Czeris wrote:
Dude. You are just completely wrong on spawn mechanics. It doesn't work that way at all. It kind of makes the rest of your argument suspect when you don't even understand basic game mechanics.

Admittedly, I have not run exploration sites recently. If my argument against Mag sites is based on obsolete, or just incorrect, information, then I freely apologize for my mistake.

As for one mistake invalidating an entire argument, well, I guess that is up to you.

I also happen to believe that Falin Whalen is mistaken on some points, and I may not agree with his preference for dev work priorities, but that does not necessaily invalidate his whole argument. Among the flaming/trolling (which I always find fun, so keep it up), there are valid points and counter-arguments, which keep this thread interesting. :)

And, back on topic, we all do agree that T2 rig production needs fixing, preferably this year... right?
Sizeof Void
Ninja Suicide Squadron
#151 - 2011-10-17 01:16:42 UTC
Falin Whalen wrote:

HAHAHAHAHAHA! 1/10 Because your argument has been beaten to death, repeatedly, but bonus points cause you got me to laugh, final score 3/10.

Beaten to death, perhaps - so, once, was the statement (and the people who made it) that the earth is round, not flat.

I give you a 9/10 for keeping me active in this thread. Usually, I bow out after a single neglected post. :)
Creat Posudol
German Oldies
#152 - 2011-10-17 13:29:01 UTC
Falin Whalen wrote:
Sizeof Void wrote:
Falin Whalen wrote:
Sizeof Void wrote:

First, because increasing drop rates (from Mag sites or wrecks) may help fix the T2 rig production problem, but it exacerbates a bigger problem (the ISK faucet issue). The alchemy solution addresses both problems.


And I suppose you think mining is the biggest isk faucet ever?

As a matter of fact, yes. :).


HAHAHAHAHAHA! 1/10 Because your argument has been beaten to death, repeatedly, but bonus points cause you got me to laugh, final score 3/10.
Even though his posts are often of a troll-ish nature that doesn't make him wrong. As a matter of fact he is just right about this one. If you have only 10 people in a game, everyone owns 1000 isk they can mine all they want, nobody will ever have more than 10000 ISK. EVER! Actually less over time if transactions cost a tax... This basic principle doesn't change just because it's billions of trillions of ISK that exist in the game of thousands of players. The only faucets are anything that make the game have more ISK (bounties, npc buy-orders, ...), and the only sinks are mechanics that remove ISK from the game (npc sell-orders, taxes, ...).
This also leads to the ridiculous situation where losing a ship can actually be an ISK faucet. You get money from the insurance, which has to be balanced against all the money that way payed for it including the insurance premium (to "the game", not other players, but potentially by other players before they sold you that stuff). If you had a lot of faction items from LP stores which require ISK payments, those obviously have to be considered. In most cases a ship destruction will therefore create ISK. Unexpectedly this makes all insurances which are NOT payed out an ISK sink.

But this all is beside the point, I'm sure CCP knows better when and to what extent this has to be considered, it's their game after all and in their best interest to keep it healthy! Also they are the only ones who have access to the kind of information you need to make informed decisions about this.

Can we please get back to the original question, how to create volume in the T2 rigs market? We got somewhat sidetracked to something that's barely an issue here as it doesn't really apply to the situation

Sizeof Void wrote:
[I give you a 9/10 for keeping me active in this thread. Usually, I bow out after a single neglected post. :)
Good, more people actively talking about this is of course preferable!

And talking about your false assumptions (or rather 'outdated information') and how they impact your argument: It kinda takes away the foundation, but what DOES remain is there exploration sites are relatively scarce. The most common by far are wormholes/unknowns followed by grav sites. At the other end of the spectrum are Mag and Radar sites, I'd guess with an about equal amount of each of them. This would HAVE to change for the most commonly proposed solution - increasing drops in mag sites - to have a large enough impact on T2 salvage parts supply and the following drop in T2 rig prices.
Also the BPC runs have to be increased (I personally think 5 runs would be fine, but 10 are also not overreaching) in any case so the new volume can be handled.

Personally I still don't think it's wise to implement such a change without looking in the more distant future when the balancing will once again break due to changing conditions and the adjustments will again fall though the cracks. CCP has a huge list of stuff that needs to be looked at just a bit to rebalance it again,but that all adds up to a LOT of work! So I'd rather we use this chance to get some system in place which will compensate - at least to some degree - upcoming changes to the situation!

Lastly let me also propose that if some T1 --> T2 alchemy-like mechanism is implemented, the inverse should also be possible! This ensures that the system can not only compensate for too little T2 salvage, but also for too much. It can be done simply through reprocessing, which would be the preferred mechanism if the primary direction was done with BPs I suppose.
Mortimer Civeri
Aliastra
Gallente Federation
#153 - 2011-10-17 17:05:20 UTC  |  Edited by: Mortimer Civeri
Creat Posudol wrote:
Even though his posts are often of a troll-ish nature that doesn't make him wrong. As a matter of fact he is just right about this one. If you have only 10 people in a game, everyone owns 1000 isk they can mine all they want, nobody will ever have more than 10000 ISK. EVER! Actually less over time if transactions cost a tax... This basic principle doesn't change just because it's billions of trillions of ISK that exist in the game of thousands of players. The only faucets are anything that make the game have more ISK (bounties, npc buy-orders, ...), and the only sinks are mechanics that remove ISK from the game (npc sell-orders, taxes, ...).
Ok just looking through the forum here and I just had to comment on how wrong your thinking is.

I'm a miner. I mine ore, refine it and sell minerals. Everyone has the ability to mine in this game and make their own ships and modules. To a manufacturer I sell a commodity and convenience, just like RL miners do. If you think that mining just magics up ISK, why don't you do like this bloke and make yourself a toaster. Let's see how you get along with having to mine everything and build everything, ships, modules, ammo, from scratch. You can do it, everyone in EVE can mine and produce anything they need themselves. You don't need to pay a producer any ISK for that module, A producer can mine the minerals himself, he doesn't need to buy the minerals from a miner.


Quote:
But this all is beside the point, I'm sure CCP knows better when and to what extent this has to be considered, it's their game after all and in their best interest to keep it healthy! Also they are the only ones who have access to the kind of information you need to make informed decisions about this.

Can we please get back to the original question, how to create volume in the T2 rigs market? We got somewhat sidetracked to something that's barely an issue here as it doesn't really apply to the situation
What I see is two people trying to discuss how to do just that.

Quote:
...but what DOES remain is there exploration sites are relatively scarce. The most common by far are wormholes/unknowns followed by grav sites. At the other end of the spectrum are Mag and Radar sites, I'd guess with an about equal amount of each of them. This would HAVE to change for the most commonly proposed solution - increasing drops in mag sites - to have a large enough impact on T2 salvage parts supply and the following drop in T2 rig prices.
Also the BPC runs have to be increased (I personally think 5 runs would be fine, but 10 are also not overreaching) in any case so the new volume can be handled.
Since I'm not an explorer, or produce rigs, I don't have a horse in this race. So in all honesty what this all breaks down into is, one side wants to increase the content and worth of an existing game feature(Falin Whalen), while the other wants a new feature (Sizeof Void). The trouble is both will require some coding, whether it is to put in a new feature, or fiddling with the spawn mechanics of a particular type of exploration site. Now given CCPs track record for the implementation of new features, and the wonderful way they balance things by making them hideously OP then nerfing them years later, I'd say flip a coin.

"I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin

Lamasul
Disturbing Silence
Disturbing Silence.
#154 - 2011-10-18 09:47:41 UTC
CCP Fear wrote:
Thought about this quite a bit last night. And I don't think there is any sort of silver bullet that will fix all of the issues.

The biggest problem I'm seeing are the imbalance of the rigs and the randomness of the drops, leading to stockpiles of crap and shortage of the good stuff.

What is brilliant about mining is that you know exactly what you are getting. If prices of trit goes up, everyone goes mining veldspar, as it's a steady source of Trit and easy to get. This leads to reduced price and less people mine veldspar.

The key there, is that it is perfectly balanced by the demand of the market. If there is a demand for Trit, you go and get it. There is no bottleneck other than how much you can get in a day, so the bottleneck is just people doing mining.

On the salvaging side, the building blocks are too racially themed. The circuits are probably what is closest to Trit, but after that it becomes highly "this component is only in these few things" rather than a portion of all salvage is in all rigs (which would lead to much healthier market).

So I think that all rigs/salvage needs to be broken into smaller blocks, which then are directly used in rig production, or in a secondary tier, basicaly manufacture salvage.


I came up with an idea about the salvage mechanic.

The problem is that some salvage materials are too rare (for example Intact Armor plates). Refining them in basic materials and then reproduce could lead to an imbalance because of stockpiles.
But what if there were some blueprints to produce micro circuits out of trigger units?
For example you need 40 trigger units for a micro circuit. If such blueprints would come then manufacturing slots would be rare and you would need a ton of new BPO`s.

To avoid this lets build them via Planetary Interaction!
Create some new factories for the planets where salvage parts can be produced. Give them a new factory so that the production lines are separated. With this you can easily adjust the amount of low value salvage needed for the rarer salvage and you can also add a new way to get T2 salvage. Also all blueprints are in the factories so no need to buy them or even invent them.

Doing it with Pi would also time buffer the whole stockpile issue due to the production cycles of the factories and the maximum layout of the whole colony. This would also give PI a advanced meaning in EVE.
Import/export costs won`t be this high also because ALL savage parts are 0,01m³ big and so the costs should be low. This also is an advantage because with a 0,01m³ volume of the parts you have plenty of space in your spaceport to get waste amounts of materials on the planet.

With this idea you don`t need to change the salvage mechanic itself or the drop rates. You just create a second way of getting better salvage and you improve the Planetary Interaction and bring EVE some more sandboxyness because everybody can choose what he/she is going to produce with the salvage and the markt can react to shortages on its own with just switching the production on the planets.
Creat Posudol
German Oldies
#155 - 2011-10-18 14:42:41 UTC
Mortimer Civeri wrote:
Ok just looking through the forum here and I just had to comment on how wrong your thinking is.

I'm a miner. I mine ore, refine it and sell minerals. Everyone has the ability to mine in this game and make their own ships and modules. To a manufacturer I sell a commodity and convenience, just like RL miners do. If you think that mining just magics up ISK, why don't you do like this bloke and make yourself a toaster. Let's see how you get along with having to mine everything and build everything, ships, modules, ammo, from scratch. You can do it, everyone in EVE can mine and produce anything they need themselves. You don't need to pay a producer any ISK for that module, A producer can mine the minerals himself, he doesn't need to buy the minerals from a miner.
Dude you quoted the wrong guy, nowhere did I say or mean that mining is an ISK faucet ("magics up ISK"). It isn't! That was the whole point of my last post! I also have no idea what point you're trying to make. I never even referenced mining and I don't have a problem with it or anything. So what are you on about?

Lamasul wrote:
Suggestion of using PI for cross-conversion of T1 (and T2?) salvage materials.
[...]
With this idea you don`t need to change the salvage mechanic itself or the drop rates.

First of all I like that idea very much! But not changing mag sites would be a huge mistake. They are so completely useless that nobody does them, if people were doing them the shortage of T2 salvage mats would be lessened, especially with a (big) bump in drop chance (that being so low at the moment is the reason nobody does them). It's the perfect chance to make another unused feature usable.
It also would lead to the bad situation that most T2 salvage effectively comes from L4 missions, which most people agree (I think) would be a really bad thing.

I think producing any specific T1 salvage should require at leat 2 or 3 others, in various but not huge amounts (single to low double digit values). Also the generica (ending in "circuit") should probably not be required to alchemize anything other than other generica. Should T2 salvage also be created with this, it should be from the corresponding broken-T1-variants as everything else would just be confusing :)
In any case any reaction like that should require some PI-product as a catalyst, to tie it into PI and make it a reason it's done on a planet, but also to give some more uses to the underused PI materials.
Party Lips
Calamitous-Intent
#156 - 2011-10-18 17:49:16 UTC  |  Edited by: Party Lips
CCP Fear wrote:
Howdy!

Im currently looking into the whole issue of the rigs. Going through the various loot tables and such I've already spotted quite a few problems, errors and so forth which I would like to fix, but I'm stepping lightly as I don't want to just go with guns blazing on this.

But I am interested in any sort of general feedback on what the situation is with T2 rigs from all angles. The salvage (difficulty, is it worth doing, is it too much of a nice?), to Mag. sites (are they worth doing?) , production and invention.

From our standpoint, we would like this to be a bit more commonplace, a bit more profitable for more people and less expensive.

We are also looking at a very short time-frame, so major changes might not happen. But I really like the idea of melting together T1 components into T2, so i'm gonna write it on a post-it and hang it on my monitor. It might be relatively easy to do, but the ratio might be a bit tricky to get right.

Any thoughts, ideas or suggestions are welcome!


well this is a tough one. if you want it to be a bit more common place and looking at it from a consumer point of view: are the bonuses you get from a large t2 rig really worth the isk? looking at the rigs say a trimark gives you 10% bonus but the T2 version only gives you only 5% more but costs over twice as much. consumer satisfaction isn't very high on most t2 rig items due to this fact.

Seller point of view: demand is very low and the product is not appealing to consumers. the price is elastic.

Producer point of view: it's difficult to make and time consuming. the amount of resources and time put into t2 manufacturing makes these items not efficient to produce for most manufacturers when comparing to most other luxury items.

Solution: make the luxury item more appealing to the consumer. instead of an extra 5% bonus it should be 10%. the appeal of using the rig will go up and so will demand. i think Ugh
Tasko Pal
Spallated Garniferous Schist
#157 - 2011-10-18 17:57:03 UTC
Sizeof Void wrote:
Falin Whalen wrote:


And I suppose you think mining is the biggest isk faucet ever?

As a matter of fact, yes. :)

I know what you've probably read in other forums/blogs, that ISK faucets are only those things that magically generate ISK into your wallet - like NPC bounties and ship insurance - and that all other activities - mining, for example - are just moving ISK around (I mine the ore, you buy it). In RL economics, this is true, and the equivalent of an ISK faucet would be a government which is printing more money - ie. creating more currency from nothing.

But, in RL, the physical assets/resources are finite and limited. In a game, we can create new assets/resources from nothing.

Thus, a more correct definition of an ISK faucet would be *any* game mechanic which magically spawns ISK - either directly (such as NPC bounties) or indirectly through the endless creation of new assets/resources (such as regenerating minable asteroids) which can be converted to ISK.


I would disagree for two reasons. First, creating new assets and resources (such as via mining) doesn't spawn isk directly or indirectly. Your assertion is just wrong on that point. Second, this is not an example of magic spawning of something of value because players have to expend time in order to get the resource AND they have to pay for the account that's doing the mining. The closest such approximation would have been datacore farmers before the ghost farming nerf.
Lamasul
Disturbing Silence
Disturbing Silence.
#158 - 2011-10-18 18:15:46 UTC
Creat Posudol wrote:

Lamasul wrote:
Suggestion of using PI for cross-conversion of T1 (and T2?) salvage materials.
[...]
With this idea you don`t need to change the salvage mechanic itself or the drop rates.

First of all I like that idea very much! But not changing mag sites would be a huge mistake. They are so completely useless that nobody does them, if people were doing them the shortage of T2 salvage mats would be lessened, especially with a (big) bump in drop chance (that being so low at the moment is the reason nobody does them). It's the perfect chance to make another unused feature usable.


Sry my mistake. With my idea i meant the standard salvage mechanic(for example in missions) not the mag site`s themself and i`m the same opinion that mag site`s need to be fixed.
Shin Dari
Covert Brigade
#159 - 2011-10-18 19:28:10 UTC
Creat Posudol wrote:
First of all I like that idea very much! But not changing mag sites would be a huge mistake. They are so completely useless that nobody does them, if people were doing them the shortage of T2 salvage mats would be lessened, especially with a (big) bump in drop chance (that being so low at the moment is the reason nobody does them). It's the perfect chance to make another unused feature usable.
It also would lead to the bad situation that most T2 salvage effectively comes from L4 missions, which most people agree (I think) would be a really bad thing.
Just giving all the T2 salvage to Mag sites and not doing some sort of 'salvage reconstruction' is a really bad idea. Mag sites simply can't handle the volume to create a healthy industry, it may not be as sick as it currently is where T2 rigs cost 50 times more then their T1 counterparts, but it will still be bad.

But not fixing mag sites is also a bad idea, as it takes quite a bit of effort to do them, they should have a proper reward. Considering the limited volume of their drops, mag sites will never be able to compete with any other form of activity, unless they get something unique that the economy can handle at low quantities.


Quote:
I think producing any specific T1 salvage should require at leat 2 or 3 others, in various but not huge amounts (single to low double digit values). Also the generica (ending in "circuit") should probably not be required to alchemize anything other than other generica. Should T2 salvage also be created with this, it should be from the corresponding broken-T1-variants as everything else would just be confusing :)
In any case any reaction like that should require some PI-product as a catalyst, to tie it into PI and make it a reason it's done on a planet, but also to give some more uses to the underused PI materials.
Yes it would be a great opportunity to make sure that all underused materials see a use.
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#160 - 2011-10-18 22:25:26 UTC
CCP Fear wrote:
Thought about this quite a bit last night. And I don't think there is any sort of silver bullet that will fix all of the issues.

The biggest problem I'm seeing are the imbalance of the rigs and the randomness of the drops, leading to stockpiles of crap and shortage of the good stuff.

What is brilliant about mining is that you know exactly what you are getting. If prices of trit goes up, everyone goes mining veldspar, as it's a steady source of Trit and easy to get. This leads to reduced price and less people mine veldspar.

The key there, is that it is perfectly balanced by the demand of the market. If there is a demand for Trit, you go and get it. There is no bottleneck other than how much you can get in a day, so the bottleneck is just people doing mining.

On the salvaging side, the building blocks are too racially themed. The circuits are probably what is closest to Trit, but after that it becomes highly "this component is only in these few things" rather than a portion of all salvage is in all rigs (which would lead to much healthier market).

So I think that all rigs/salvage needs to be broken into smaller blocks, which then are directly used in rig production, or in a secondary tier, basicaly manufacture salvage.

So yeah, In order to do this properly, I believe that the following has to happen;


  • Re-design of the mechanics of Salvaging, make it less random, more player controlled (more sand-boxy)
  • Re-balance the rigs (could be done seperatly)
  • Possibly re-do the whole salvage components in general (in conjunction with mechanic changes)


This list is probably much bigger though, but I think those are the key points.

That is probably not going to fit within the Winter expansion, so something smaller has to happen in Winter, and I think just a simple boost in the components might do the trick for now.


Great ideas, if you could set your salvager to one of three settings via say scripts? The T3 salvage is icon coded per item it is used in, perhaps you could use something similar here.

Also, any chance that taking a rig OFF a ship (destroying it) could result in some salvage components?

Personally I'd love if ONLY the cargo hold dropped in a can and all the weapons, etc had to be salvaged off ships.

I know, I'm crazy.
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