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Dev Blog: Resource Shakeup in Odyssey: Just don’t call it a Cataclysm + Companion blog

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Nitrogen Isotopes
Deep Core Mining Inc.
Caldari State
#361 - 2013-04-28 03:36:25 UTC  |  Edited by: Nitrogen Isotopes
I think CCP is missing an opportunity with the retooling of ice belts with going about it this way. Rather than have ice belts respawn a few hours after depeltion with an expected uptime of a few hours and always in the same systems, a more gold-rush style atmosphere would come about from ice belts respawning after several days or weeks with an amount of available ice estimated to deplete in that same timeframe, and most certainly change locations.

This would encourage a prospecting attitude among ice miners, who would necessarily have to search for and relocate to new resources. It would also avoid a likely downtime of "professional" ice miners waiting out a 4-hour period, and instead fill that downtime with searching for and moving to new sources.

A 2-hour-uptime 4-hour-downtime schedule would just be tedious. Ice mining is tedious enough.
mynnna
State War Academy
Caldari State
#362 - 2013-04-28 04:16:32 UTC
GeeShizzle MacCloud wrote:
ThuliHaf...... err go with Thulium Hafnite?

and ProMerc, u were so close to an easy name - Promercurite

the Composites tend to have 'ium' endings to names so promercurium wouldnt fit too well.


Those aren't the final names. Although given the existing Hafnite compound, I wouldn't be surprised to see Thulium Hafnite. And Promethium Mercurite would be the obvious candidate, though I suppose "Pro Mercurite" is just as likely. Blink

Member of the Goonswarm Economic Warfare Cabal

Soko99
Caldari Provisions
Caldari State
#363 - 2013-04-28 04:33:09 UTC
Nitrogen Isotopes wrote:

A 2-hour-uptime 4-hour-downtime schedule would just be tedious. Ice mining is tedious enough.



I'd have to disagree.. There's NOTHING tedious about warping 10 alts to a belt in mackinaws, targetting the same ice rock that doesn't deplete.. and then going afk for an hour while the hold fills.
Nitrogen Isotopes
Deep Core Mining Inc.
Caldari State
#364 - 2013-04-28 04:35:24 UTC
Soko99 wrote:
Nitrogen Isotopes wrote:

A 2-hour-uptime 4-hour-downtime schedule would just be tedious. Ice mining is tedious enough.



I'd have to disagree.. There's NOTHING tedious about warping 10 alts to a belt in mackinaws, targetting the same ice rock that doesn't deplete.. and then going afk for an hour while the hold fills.


Wrong choice of words... not so much tedium, but more brain numbing.
Soko99
Caldari Provisions
Caldari State
#365 - 2013-04-28 04:38:22 UTC
GeeShizzle MacCloud wrote:


i think that was the plan all along, one of the main selling points for aggressors when referring to the 'no local' thing was to catch people relatively unawares after jumping in and scanning. i believe this change is to better get the higher speed of the process to more people to show the current system isnt that bad.

plus the mining in WH's thing i think has been nerfed due to their ability to easy (albeit awkwardly) get minerals to highsec markets.

i remember that being one of the bug bears of CSM7 that had never been resolved.



But with this system, even a player that's sitting at his keyboard mining will be caught since it takes mere seconds to be able to locate the right anomaly and player, while the align time on the mining ships is crap.. And don't forget, CCP was trying to ENCOURAGE mining in low/null. This way it's just going to be way more rare to see miners in low.

As for the ABC thing from WH to HS markets, that's hardly a valid argument. With the mass amounts and the amount of space the ore took up, there wasn't a lot of WH dwellers EXPORTING their products to the market. Using the refinery is pretty much useless as you're basically just throwing away 1/4 of the materials by using it. I would say majority uses it locally to build stuff and avoid the hassle of importing it instead. Personally, I don't see anything wrong with that.

In all honesty, it makes no difference to me, since even my WH dweller never mines because of the hassle associated with it.
Soko99
Caldari Provisions
Caldari State
#366 - 2013-04-28 04:39:10 UTC
Nitrogen Isotopes wrote:
Soko99 wrote:
Nitrogen Isotopes wrote:

A 2-hour-uptime 4-hour-downtime schedule would just be tedious. Ice mining is tedious enough.



I'd have to disagree.. There's NOTHING tedious about warping 10 alts to a belt in mackinaws, targetting the same ice rock that doesn't deplete.. and then going afk for an hour while the hold fills.


Wrong choice of words... not so much tedium, but more brain numbing.


But it would mean that people would be forced to be near their computers to make the moves and to find the new locations for ice mining.
Haroth
Scrub Nuts
#367 - 2013-04-28 05:33:14 UTC
Why would you do something as foolish(being VERY nice) by making grav sites in wh to be able to be scanned by ship scanner and making scanning instant? this will ruin wh mining and wh space entirely. Wh space is the frontier, its supposed to be difficult but now you are downgrading it to the level of the rest of eve simply to satisfy those who don't live in Wh space.
Temba Ronin
#368 - 2013-04-28 07:03:48 UTC
Nitrogen Isotopes wrote:
I think CCP is missing an opportunity with the retooling of ice belts with going about it this way. Rather than have ice belts respawn a few hours after depeltion with an expected uptime of a few hours and always in the same systems, a more gold-rush style atmosphere would come about from ice belts respawning after several days or weeks with an amount of available ice estimated to deplete in that same timeframe, and most certainly change locations.

This would encourage a prospecting attitude among ice miners, who would necessarily have to search for and relocate to new resources. It would also avoid a likely downtime of "professional" ice miners waiting out a 4-hour period, and instead fill that downtime with searching for and moving to new sources.

A 2-hour-uptime 4-hour-downtime schedule would just be tedious. Ice mining is tedious enough.

Hmmm ... i'd rather not fly around null sec in my ice mining ship hunting for ice anomalies, that could cause problems even with friendly neighbors, as i come flying into their system to mine all the ice. The only prospecting i might get accomplished is discovering a roaming gang of pvp types, and that story can end badly for the ice miner, in this case me.

Changing infinite ice belts to finite ice anomalies is plenty enough change for right now imho.

Power To The Players!

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Temba Ronin
#369 - 2013-04-28 07:19:51 UTC
I am looking forward to the changes to the ABC ores and the needed love given to spodumain. One of the shocking realities of Null Sec was how important tritanium became the further from highsec you found yourself. I view this as a positive step in the right direction for Null Sec.

However I do wonder how this will impact the price and desirability of Jump Freighters whom supply a good portion of those needed minerals to Null Sec builders currently.


Power To The Players!

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Ashina Sito
Center for Advanced Studies
Gallente Federation
#370 - 2013-04-28 07:20:37 UTC
I only have one question.

What happens to the ice belt in the system. The system I live in has 2 belts, one is Ice. Does that mean after the patch it will only have one belt? Not an overly important issue but I am sure someone will ask me if I know the answer.
Andski
Science and Trade Institute
Caldari State
#371 - 2013-04-28 08:05:30 UTC
John McCreedy wrote:
Regarding Outpost upgrades, let me say one word: Super Capitals. Almost no one uses CSMAs because the risk of them being inaccessible and loosing your 25+ billions ISK ship without at least a fighting chance is completely unappealing. What I propose is why not get rid of the CSMA altogether and replace it with a very expensive Outpost upgrade that allows for at least Super Carriers, to be docked? I'm pretty sure this would top most Super Cap pilot's wish list of Outpost upgrades.


Hell no. If you want to fly a supercapital, either dedicate a character to it or get a holding alt. Supercaps are difficult enough to catch and kill; allowing them to dock is beyond stupid.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Lord Haur
Star Frontiers
Brotherhood of Spacers
#372 - 2013-04-28 11:23:57 UTC
And not to mention that the CSMA is required as a part of the supercapital production cycle, because you can't launch directly from the CSAA. I see no reason for CCP to change this, and with the upcoming changes to CSMAs they certainly won't be removed.

And while being able to dock my super would be sorta nice (easy repairing of those random fighters with hull damage? yes please!), I agree with Andski. Supercap proliferation is already high enough without making them require less dedication.
Verran Skarne
4 Marketeers
#373 - 2013-04-28 11:26:06 UTC  |  Edited by: Verran Skarne
Gilbaron wrote:
WHs are still relatively safe

you probescan the whole system and place an alt at every wormhole (a halfway decent WH corp has enough alts that can't mine) doing so allows you to actually hear anyone coming into the system via one of these WHs

another alt is constantly probing the system for new signatures, as soon as one appears you know that you might have a problem and can get the mining fleet safe


Actually, what you do is roll your statics and close them when you don't need them. Then you don't have to waste a body watching a wide-open doorway into your system that could admit a fleet at any point. For any in-holes you happen to have before you start, you close them or mass to critical (closing is preferable). Basically, if you're going to do a real mining op in a wormhole, you shut the system down so that the only thing you're worried about is a new in-hole opening up.

Even doing this today, you *still* have to have the system covered with scan probes (we usually keep either a deep space or combats out) and you *still* need the miners hammering directional every 5-6 seconds. Because humans are not robots and go afk to use the bathroom, get coffee, or start talking and just forget to click the clicky, the combination of everyone doing these things gives you a fairly good, but not perfect, chance to spot the hostile coming before he makes it to the juicy mining fleet. Usually. You'll still lose some ships from time to time from people being slow to warp out or just not paying attention like they should be.

That's today.

With this change, d-scan becomes more or less useless for protecting mining fleets in wormholes (or much of anything else, for that matter). The only thing d-scan is going to show you is enemy probes - any hostile roam coming in is more than likely going to be cloak-capable, or at least their scouts will be.

Now, realistically what you'll have to do to keep your wormhole mining op secure is:

- Shut all the holes into the system.
- Keep a scanner out with combats or a deep space watching for new sigs. This usually needs to be a main because the scans need to be going constantly, but you can fit a probe launcher on a hauler.
- Cage your grav site in warp bubbles and build a safe point for them to warp out that's not in line with any planets. This will delay hostiles warping in long enough to try and get miners out.
- Run a combat patrol of ships to run interference while the miners warp away and switch to combat ships for response.

So, is it possible to still mine in a wormhole? Yes. Is it going to be as easy for smaller corps to do it? No. That's my main concern really. This change is really going to hurt the smaller corps inhabiting lower-end wormholes, who have trouble getting more than 5-6 pilots online at a time just due to low membership. You could argue that corps that small shouldn't be in wormhole space, but see my post a few pages back about the available content in a low-end wormhole. You can't drag a bunch of people into space like that and expect them to log in and just sit there if there's nothing for them to do.
Malcanis
Vanishing Point.
The Initiative.
#374 - 2013-04-28 11:28:20 UTC
Temba Ronin wrote:
I am looking forward to the changes to the ABC ores and the needed love given to spodumain. One of the shocking realities of Null Sec was how important tritanium became the further from highsec you found yourself. I view this as a positive step in the right direction for Null Sec.

However I do wonder how this will impact the price and desirability of Jump Freighters whom supply a good portion of those needed minerals to Null Sec builders currently.


Power To The Players!


given the T2 mats rebalance, I'd expect the cost of JFs to fall significantly.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Verran Skarne
4 Marketeers
#375 - 2013-04-28 11:41:26 UTC
Soko99 wrote:
GeeShizzle MacCloud wrote:


i think that was the plan all along, one of the main selling points for aggressors when referring to the 'no local' thing was to catch people relatively unawares after jumping in and scanning. i believe this change is to better get the higher speed of the process to more people to show the current system isnt that bad.

plus the mining in WH's thing i think has been nerfed due to their ability to easy (albeit awkwardly) get minerals to highsec markets.

i remember that being one of the bug bears of CSM7 that had never been resolved.



But with this system, even a player that's sitting at his keyboard mining will be caught since it takes mere seconds to be able to locate the right anomaly and player, while the align time on the mining ships is crap.. And don't forget, CCP was trying to ENCOURAGE mining in low/null. This way it's just going to be way more rare to see miners in low.

As for the ABC thing from WH to HS markets, that's hardly a valid argument. With the mass amounts and the amount of space the ore took up, there wasn't a lot of WH dwellers EXPORTING their products to the market. Using the refinery is pretty much useless as you're basically just throwing away 1/4 of the materials by using it. I would say majority uses it locally to build stuff and avoid the hassle of importing it instead. Personally, I don't see anything wrong with that.

In all honesty, it makes no difference to me, since even my WH dweller never mines because of the hassle associated with it.


Wormhole ore is a tiny, tiny percentage of total ore. Even if it is higher-end stuff, it's a drop in the bucket.

See the graph on mined ore volume in this dev blog.

That being the case, I highly doubt that this was an "intentional" nerf to wormhole mining. I'm actually not sure what the intent was, since in my experience, miners "hiding" in grav sites was never really a problem for gankers/pirates anywhere else either, but who knows. Just like cloaks, combat scanners are the norm amongst people hunting for kills these days. I think the problem is just that when CCP was thinking about the change to grav sites, they didn't think about how things work in w-space, with the lack of a local channel to warn you that a non-blue is in system.
Proddy Scun
Doomheim
#376 - 2013-04-28 12:46:12 UTC  |  Edited by: Proddy Scun
Love all the changes except the GRAV site visibility (no defense from alpha volleys of covert snipers or new wh breaching fleet). Probably will squeeze more miners out of WH space than high sec.

But mining wise:
the rich will merely get richer


Mining changes will probably strengthen existing null sec owners so much and so quickly that -

Shocked you will actually see fewer new independent corps and alliance able to gain a toehold in null sec.



Any expansion in null sec numbers will likely be through existing alliances and corps. With a few wholesale corp additions to existing alliances.


And while the pitch of battle is certain to increase this does not necessarily mean a change to stability of major sovereignty boundaries.

In fact I predict that the Odyssey changes will result in larger alliances squeezing out most or all the current small null sec player alliances and corps - before many major changes in boundaries for large alliances.

The key question will likely become "how large a 24x365 alliance do you have to be to survive in null sec?"

Just saying you probably need at least 1 more major tweak if you want new corps and alliances battling for a place in null -- and not a reduction to a few mega-weight contenders.

How do new corps get resources or opportunity to get that toehold in null now that landlord alliances will not see many systems as valueless and rentable?
Malcanis
Vanishing Point.
The Initiative.
#377 - 2013-04-28 12:58:33 UTC
Please do explain how the mining changes hinder new alliances in 0.0

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Scatim Helicon
State War Academy
Caldari State
#378 - 2013-04-28 13:43:35 UTC
Malcanis wrote:
Please do explain how the mining changes hinder new alliances in 0.0

Because it's a kneejerk Fox News Talking Point to throw in whenever CCP fixes something unbalanced the poster previously benefitted from.

Every time you post a WiS thread, Hilmar strangles a kitten.

Proddy Scun
Doomheim
#379 - 2013-04-28 14:07:28 UTC
Gilbaron wrote:
WHs are still relatively safe

you probescan the whole system and place an alt at every wormhole (a halfway decent WH corp has enough alts that can't mine) doing so allows you to actually hear anyone coming into the system via one of these WHs

another alt is constantly probing the system for new signatures, as soon as one appears you know that you might have a problem and can get the mining fleet safe



Warning about new holes works based on need and time for breaching fleet to scan you down with probes - meaning you had 1-3 minutes minimum to detect new whole and search for intruder probes or uncloaked ship before warp to POS.

As you say that is currently plenty of time for alert well manned fleet to handle new wh. But...


Now you have maybe as little as 20-40 seconds from new hole opening until they start arriving at your mining site. Scanning grav sites will now take 5-10 second and no probes or uncloaking. And even the most constant probe spamming loses 5 seconds or so detecting. Since most barges need 15-20 seconds to warp out that does not really leave much time for human problem recognition and communication..and more normal scanning every 10-30 seconds will simply miss out sometimes.
EvilweaselSA
GoonCorp
Goonswarm Federation
#380 - 2013-04-28 14:32:13 UTC
Alice Katsuko wrote:
Arrow Please do not add more slots to outposts, except perhaps for additional corporate office slots. Industry in null should take place in POSes, not in outposts. POS industry is better from a game design perspective than outpost industry. First, POSes require fuel, so increased POS use stimulates PI and ice mining; more POSes means more PvE, which means a more active economy, more ISK in player pockets, AND more targets in space to shoot at. Second, POSes are objectives to fight over. Third, a POS is a stake in the ground, and creates a sense of ownership. Fourth, POS industry encourages cooperation between corp members, and creates openings for corp thieves.

While I strongly advocated this method, it is not viable given the current state of pos. The outpost changes are a needed bandaid on the problem.