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Player Features and Ideas Discussion

 
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Fixing Exploration (aka Dynamic Decyptor Prodcution)

Author
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#1 - 2013-06-20 20:26:28 UTC
It has become apparent with the vast number of people doing exploration that it is causing some supply and demand issues. Namely lots of supply and not enough demand in the area of decyptors. This has led to over supply issues due to most decyptors being less than useful.

For any of you that have run data site you usually find 4 types of loots: BPCs, datacores, decyptors, and pirate materials used to make interfaces. What is most common is you loot everything except the pirate materials because they are worthless and bulky coming in at 1m3 and drops frequenting 50-100+ range. I intend to propose a solution to the oversupply of decyptors and the instant jet-canning of pirate materials.

Decyptors are used in T2 invention.When you invent something without a decyptor you end up with a standard run -4 materials efficiency level (ML) -4 production efficiency level(PL) BPC. By using a decyptor you get a potential buff (or nerf) in any of 4 areas: % chance of successful invention, number of runs, me level and pe level. Various decyptors do different things. the [Racial named] Accelarant decyptor gives +20% to invention chance, +1 run, a -2 ML and +1 PL. Feel free to look on the market in-game for other examples.

The issue with a vast number of decyptors being used is that not all types of invention benefit from all types of decyptors. For most module production improving the ML doesn't help much while improving the PL allows for the construction of modules very quickly thereby improving profit. When it comes to ships the same may be true at the frigate level. Although as the ship gets larger the more ML matters. For Jump Freighter production ML is the most important value.

So what if instead of predefined (and frequently useless) decyptors we were able to design and build our own? Here is essentially what I propose:
1. Remove all decyptors from data sites and from the game.
2. Take the pirate materials and allow them to be refined in a station to a new item. Say for every 25 of pirate material A you get decyptor item A.
3. decyptor item A happens to buff material level. The more of decyptor item A you use in a certain invention job you get a buff to material level. Now using the CCP Fozzie Effectiveness-Cost Scaling Method (linear power increase for exponential cost increase) the system would look something like:
ML -4 (base): 0 decyptor item A
ML -3 : 2 decyptor item A
ML -2 : 6 decyptor item A
ML -1 : 24 decyptor item A
Of course you stop at ML -1 because going much farther and you run in to actually nerfing T2 BPOs. The amount of pirate material used to build and how many decyptor item A used would have to be balanced by CCP.
4. Rinse and repeat for pirate material B, C, D, which produce decyptor item B, C, D which would boosts PL, +%chance, and + runs. Place caps at +90% chance, +9 runs, and 0 PL (current decyptor values). These values also balenced by CCP.
5. implement a system where the higher you went there would be a detrimental side effect. For example:
ML -4 (base): 0 decyptor item A
ML -3 : 2 decyptor item A
ML -2 : 6 decyptor item A develops -5% chance
ML -1 : 24 decyptor item A develops -10% chance
This of course adds to the cost of invention and hold the course with current decyptors nerfing certain areas of invention.
6. Move pirate material volume from 1m3 each to .01 m3 each. A couple bolts and screws don't take up 1m3.
7. Remember invention is chance based. So I may fail a lot (and therefore eat up a lot of decyptor items) before I succeed.

Lets see this in action:
Inventing Gyrostab II. Improving PL is my goal because improving ML doesn't help much. I invent the BPC using 24 decyptor item B and 6 decyptor item C to remove the -%chance side effect and end up with a 10 run gyrostab II BPC with PL -1 and ML -4.

Inventing Anshar Jump Freighter. Improving ML and runs with some PL. I invent the BPC using 24 decyptor item A, B, C, and D end up with a 1 Anshar BPC with +20% chance, +3 runs (for a total of 4), ML -1 and PL -2 (PLwas the side effect).

There you go. A system where Invention gets a buff, exploration gets a buff, and all of Eve gets a buff because T2 production is simpler and more effective.
Ristlin Wakefield
Viziam
Amarr Empire
#2 - 2013-06-20 21:03:01 UTC
Intact Armor Plates and other salvage also saw a massive kick in the balls in price. I used to be able to explore maybe an hour a day for a few days during a month, get enough ISK to keep my accounts active. I don't think I've even broken a PLEX since the patch even though my hanger says I have a billion in loot (delayed value indicator).

I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license.

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#3 - 2013-06-20 21:49:34 UTC
I am not worried about archeology sites at all. The market will be self-correcting. Supply and demand will balance out. It may be lower than before but you are still making decent isk.
Omnathious Deninard
University of Caille
Gallente Federation
#4 - 2013-06-20 22:04:45 UTC
HTFU, why should you tell him to deal with it when you create a whine thread about your profits going down?

If you don't follow the rules, neither will I.

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#5 - 2013-06-20 22:17:04 UTC
Omnathious Deninard wrote:
HTFU, why should you tell him to deal with it when you create a whine thread about your profits going down?

I am not interested in exploration. I am interested in invention. Allowing me to produce T2 items easier and more effectively is my goal. boosting exploration is a side effect.