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NPC loot underminds the mining and production professions!!

First post
Author
Alvatore DiMarco
Capricious Endeavours Ltd
#81 - 2013-06-24 16:23:32 UTC  |  Edited by: Alvatore DiMarco
Adunh Slavy wrote:
Mining, Manufacturing, POS operations (Research as the primary driver since there would be more oppertunity to build, more meta 0 BPOs would be researched) as a consequence of POS operations ice mining too.

There's a concept known as oppertunity cost, go look it up.


Okay, after reading this post I have come to the conclusion that you've got to be trolling and we're all just misguidedly continuing to feed you. The only other alternative is that you've been bumped and conned by the New Order one too many times and have finally lost your marbles. Nevertheless, I'll take your bait - as bad an idea as it may be.

Mining: I think the big thing suppressing mining is the fact that it is soul-crushingly boring and really only suitable for people who are AFK, alt-tabbed, trying to manage 10 accounts at once or not actually human - that is to say, a bot. If mining were.. you know.. interesting, then I'm almost completely certain that many more people would do it. There'd be people and more competition and it would look like an actual community.

However...

It's also worth noting that the big thing keeping minerals as cheap as they are and keeping mining low-pay (other than the complete lack of any genuine difficulty in the action of mining, which necessitates its low income) is the fact that you've got people who multibox 5, 20, 50, in some cases even 100 accounts. All of them mining in max-skill, max-yield, pimped-out Hulks with maxed-out Mindlinked Orca boosts. I'd be willing to put money down on the fact that the real flood of minerals isn't coming from rat loot but rather from the sea of multiboxed mining alts that yield billions of ISK per month.

Manufacturing: Not exactly "suppressed". There's a lot of it going on, just not necessarily much manufacture of meta 0 modules outside of what's used for exporting highsec minerals to null. Ships, ammo, T2 modules, these things are being built all the time and sold on the market for actual use. There's buckets of money to be made in manufacturing, so I don't quite see how it's "suppressed". It's worth taking a moment here to comment that Meta modules are usually not purchased for melting down. They're bought to be used on ships or used in Invention, which leads to the next point..

Research: ...I actually laughed out loud on this one. If rats didn't drop modules, research would improve? More T1 BPOs would be researched? Do you even know the first thing about research and invention?

T1 BPCs are a core requirement of the T2 invention process, and BPOs are required in order to get those BPCs. Between all the people who have their own personal BPO library for invention and the people who research BPOs with the intent of researching those BPOs to resell or make BPCs for selling to inventors, I don't think there are very many useful T1 BPOs that aren't already being cooked or copied in a research POS or slot somewhere. The only thing rats no longer dropping modules would do is drive the price of invention up when the inventor now has to buy someone's Meta 0 module or the minerals to build their own and then also buy someone else's "upgrade module".

As you can imagine if you understand economics as well as you claim, between the opportunity cost of the minerals and time required to make a meta 0 module, the market cost of the "upgrade module" and the time cost (if there is one) to "upgrade" the meta 0, invention with a Meta 4 module (which will be the only available option since meta 3 and below will become virtually unavailable, also pushing up costs) under your proposed system will actually cost noticeably more than it does now. The inventor passes that cost along just like everyone else passes their costs along to him and the end price of T2 rises again.

Your proposal would not sufficiently affect research enough to create more POS activity. POSes are a terrible thing and they're not entirely cheap to run unless you already have a strong income. There's also the matter of having roles in your corporation and/or an available moon to anchor at. People who don't already have POSes won't start putting them up just because they can manufacture meta 0 stuff; they'll just use NPC research/manu slots and wait around like they already do instead of having to pay for ice. Ice, therefore, will not actually be affected.

Incidentally, I know what "opportunity cost" is. Do you?
chaosgrimm
Synth Tech
#82 - 2013-06-24 16:47:58 UTC  |  Edited by: chaosgrimm
Zircon Dasher wrote:
I think you are assuming that the price of the dropped modules is based upon abundant supply. The funny thing is that CCP could make the drop rate .00000001% and it would not necessarily effect the market price.


I see the point, arbitrage occurring in the difference between the market value and min value, but I do believe that this should be tackled from the supply standpoint. Taking the same module type as an example, 425mm scouts are about 3mil and way over the reprocessed value. If these become scarce enough that ppl start substituting meta 3s, the price of 3s go up and so on.

If you add mins to affect the value obtained when reprocessing these modules, you end up instantly giving wealth a substantial portion of the player base. This causes a whole new set of problems and why the added min cost of items are hit with "Extra Materials".

If you approach from the other end and reduce the min cost of BPOs, it will still likely be pushed toward the reprocessed value b/c very few ppl use them.

Zircon Dasher wrote:
If meta 1 mods are "too cheap" it has more to do with the previous nerf to mineral content (the artificial floor price) and the overall lack of people fitting them onto ships. That is why making upgrade tokens will decrease LVL 4 income. The upgrade tokens for anything but meta 4 (and sometimes meta3) will be worth squat since the demand for the actual items stems from the material content or invention.

Generally, tying meta 0 mods into named mods will only increase the demand for meta 0 on a small portion of total game items, since the demand for meta 1-3 (and even meta 4 in many cases) is not heavily driven by people using the item for its intended purpose.

The real "winners" of making this change are those items are those which have high t2 skill costs, items where t2 has worse stats than meta 4, and items which are actually used by large segments the population. In other words meta 4 weapons and a handful of other meta 3-4 modules.


^^ agreed
Zircon Dasher
#83 - 2013-06-24 16:50:38 UTC
Alvatore DiMarco wrote:

Manufacturing: Not exactly "suppressed".


Actually it is in absolute terms. The question is the degree of suppression.

Quote:

It's worth taking a moment here to comment that Meta modules are usually not purchased for melting down. They're bought to be used on ships or used in Invention,


Given the price points between meta levels there are actually many meta items that never see use on ships. While invention does consume npc mods, the cost (including transport) many times does make them viable. If we assume that people are taking all this into account (which is entirely open for debate i admit) then there is an excess of NPC mods being traded/used for mineral content.

Just sayin'

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Alvatore DiMarco
Capricious Endeavours Ltd
#84 - 2013-06-24 17:00:59 UTC
Right. When I made that comment about meta modules, I suppose I was entirely discounting the existence of meta 1/meta 2 modules. Those very rarely get used except as reproc fodder, if I'm not mistaken.
Shereza
Center for Advanced Studies
Gallente Federation
#85 - 2013-06-24 20:14:35 UTC
Adunh Slavy wrote:

Ok, so have rats drop everything, then everyone can suffer.


If player ships don't drop "everything" why should NPC ships do so? That's about as silly an idea as making mission whores suffer for the sake of industrialists. Roll
Psychoactive Stimulant
#86 - 2013-06-24 20:25:36 UTC
LOL, so stop mining and grow balls.......
Adunh Slavy
#87 - 2013-06-24 20:29:30 UTC
Shereza wrote:

If player ships don't drop "everything" why should NPC ships do so? That's about as silly an idea as making mission whores suffer for the sake of industrialists. Roll


And you have proven your ignorance. Thanks for playing

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Adunh Slavy
#88 - 2013-06-24 20:37:33 UTC
Alvatore DiMarco wrote:

Okay, after reading this post I have come to the conclusion that you've got to be trolling and we're all just misguidedly continuing to feed you. The only other alternative is that you've been bumped and conned by the New Order one too many times and have finally lost your marbles. Nevertheless, I'll take your bait - as bad an idea as it may be.


I don't mine much, try again.

Alvatore DiMarco wrote:

Research: ...I actually laughed out loud on this one. If rats didn't drop modules, research would improve? More T1 BPOs would be researched? Do you even know the first thing about research and invention?


Who's going to build the meta 0s needed to 'fix' the broken modules/upgrade what ever it is called, gnomes fairy land? Think all those people are not going to want to research their BPOs?

Your ignorance is staggering.

Alvatore DiMarco wrote:

Incidentally, I know what "opportunity cost" is. Do you?


More than you do apparently.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Doddy
Excidium.
#89 - 2013-06-24 20:45:06 UTC
I have always thought there should be a player input into creating all the items. So all those meta items would have parts dropped from rats but to get the mods you would need to put them together using a bpc created through invention. For me though this would be utterly pointless without tiericide on the mods in question though. None of them should be better than the others in all respects like it is now, instead different named items should have different advantages over straight Tech 1.
Zircon Dasher
#90 - 2013-06-24 20:59:01 UTC
tiericide with weapons would be interesting....

and being the dev responsible for them is not a job I would even wish upon my mother-in-law.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#91 - 2013-06-24 21:12:51 UTC
Zircon Dasher wrote:
tiericide with weapons would be interesting....

and being the dev responsible for them is not a job I would even wish upon my mother-in-law.


would be interesting so meta 4 guns get close to damage and fitting requirements of the t2 part were as meta 1 get the lowest fitting req and lowest damage :P
chaosgrimm
Synth Tech
#92 - 2013-06-24 21:32:14 UTC
Jeanne-Luise Argenau wrote:
Zircon Dasher wrote:
tiericide with weapons would be interesting....

and being the dev responsible for them is not a job I would even wish upon my mother-in-law.


would be interesting so meta 4 guns get close to damage and fitting requirements of the t2 part were as meta 1 get the lowest fitting req and lowest damage :P


Just to push this further and because the majority of meta modules exist solely for their min content, would there be too much harm in giving all meta 0 current stats of their highest T1 meta level, compensating players in some way, then removing most / all t1 meta?

I would imagine other things would need to be adjusted to compensate, such as the amount of mission drops to make up for the extra mins from reprocessing and what have you. But the way I see it:
* T1 load costs go down for their level of effectiveness, also makes early pvp more accessible
* new players dont get confused with items like "Limited Invulnerability Field" being better than standard invulns
* Manufacturing of T1 modules become profitable
* Mission runners and ratters would only need to take a very mild nerf, if any
* Loadouts that require meta 4 items to fit properly would still be possible.
Shereza
Center for Advanced Studies
Gallente Federation
#93 - 2013-06-24 23:23:43 UTC
chaosgrimm wrote:
Just to push this further and because the majority of meta modules exist solely for their min content, would there be too much harm in giving all meta 0 current stats of their highest T1 meta level, compensating players in some way, then removing most / all t1 meta?

I would imagine other things would need to be adjusted to compensate, such as the amount of mission drops to make up for the extra mins from reprocessing and what have you. But the way I see it:
* T1 load costs go down for their level of effectiveness, also makes early pvp more accessible
* new players dont get confused with items like "Limited Invulnerability Field" being better than standard invulns
* Manufacturing of T1 modules become profitable
* Mission runners and ratters would only need to take a very mild nerf, if any
* Loadouts that require meta 4 items to fit properly would still be possible.


Another option would be to bump down meta 1 and 2 items to meta 0 and 1 and make T1 items meta 2. That would put them squarely in the middle of the meta pack with a named->named->T1->named->named->T2 progression for some (weapons) module types. This would help promote the usage of T1 modules over some named modules while still preserving the superiority of others over their T1 counterparts.
Zircon Dasher
#94 - 2013-06-24 23:37:18 UTC
Discussing weapon tiericide is probably a bit premature atm.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Sigras
Conglomo
#95 - 2013-06-24 23:54:24 UTC
Alvatore DiMarco wrote:
Now you're talking about "other professions" that are "suppressed" because of "rats dropping too many things". What other professions are suppressed, then? I'm interested to hear the list of professions that would suddenly be free to grow if rats dropped nothing but ISK and these weird "upgrade pieces" that a lot of players would be too lazy to bother with.

saying that nobody would bother with them is probably the most moronic thing ive heard today. Mission runners already loot every wreck for every piece of equipment they can get, and in fact most of them come back and salvage the missions too spending additional effort to get things out of the wrecks . . . now i wonder . . . why do they do this?

Im just under the assumption that they are selling those items to other players who manufacture them into things, or if they want to be vertically integrated, the manufacture the items themselves. So what you're saying is that mission runners would stop collecting items from wrecks to sell? especially if these items had other uses beyond just repairing.

Alvatore DiMarco wrote:
Mining: I think the big thing suppressing mining is the fact that it is soul-crushingly boring and really only suitable for people who are AFK, alt-tabbed, trying to manage 10 accounts at once or not actually human - that is to say, a bot. If mining were.. you know.. interesting, then I'm almost completely certain that many more people would do it. There'd be people and more competition and it would look like an actual community.

well you think wrong . . . I know several people who mine because they like it; they think it's fun. I dont really understand them because to me that isnt fun, but he actually made a game out of how many asteroid belts he could clean out in a play session. The problem was, they cant ever make enough isk to keep their accounts plexed because mining's isk/hour is terrible.

im not saying this idea is perfect, or even very good, but it definitely deserves some consideration more than *WAH WAH WAH DONT NERF MY MISSIONS!!!!111oneoneone*

in fact this could even be a bonus to mission runners and PvPers, these items could be smaller than the modules they represent because they cant be used for mineral compression. This could actually be a mission running buff.
Danika Princip
GoonWaffe
Goonswarm Federation
#96 - 2013-06-25 02:00:45 UTC
Sigras wrote:
Alvatore DiMarco wrote:
Now you're talking about "other professions" that are "suppressed" because of "rats dropping too many things". What other professions are suppressed, then? I'm interested to hear the list of professions that would suddenly be free to grow if rats dropped nothing but ISK and these weird "upgrade pieces" that a lot of players would be too lazy to bother with.

saying that nobody would bother with them is probably the most moronic thing ive heard today. Mission runners already loot every wreck for every piece of equipment they can get, and in fact most of them come back and salvage the missions too spending additional effort to get things out of the wrecks . . . now i wonder . . . why do they do this?

Im just under the assumption that they are selling those items to other players who manufacture them into things, or if they want to be vertically integrated, the manufacture the items themselves. So what you're saying is that mission runners would stop collecting items from wrecks to sell? especially if these items had other uses beyond just repairing.

Alvatore DiMarco wrote:
Mining: I think the big thing suppressing mining is the fact that it is soul-crushingly boring and really only suitable for people who are AFK, alt-tabbed, trying to manage 10 accounts at once or not actually human - that is to say, a bot. If mining were.. you know.. interesting, then I'm almost completely certain that many more people would do it. There'd be people and more competition and it would look like an actual community.

well you think wrong . . . I know several people who mine because they like it; they think it's fun. I dont really understand them because to me that isnt fun, but he actually made a game out of how many asteroid belts he could clean out in a play session. The problem was, they cant ever make enough isk to keep their accounts plexed because mining's isk/hour is terrible.

im not saying this idea is perfect, or even very good, but it definitely deserves some consideration more than *WAH WAH WAH DONT NERF MY MISSIONS!!!!111oneoneone*

in fact this could even be a bonus to mission runners and PvPers, these items could be smaller than the modules they represent because they cant be used for mineral compression. This could actually be a mission running buff.



Psst. Tier 1-3 items are mostly useless, and sold to people for pennies to be melted down. If they're replaced with upgrade parts, no-one will buy them outside of a handful of niche situations.
Erutpar Ambient
The Scope
Gallente Federation
#97 - 2013-06-25 03:18:19 UTC
Malcanis wrote:
I would be happy for rats to drop BPCs for the meta 1-4 items instead of the items themselves, with those BPCs being bonused for Invention, with each meta level giving a small increase in success chance or ME quality.

That would turn rat loot into a mineral sink rather than a fountain, and would allow the less desirable & low-meta loot to have some economic value. It would also be a nice little invention buff.

It's nice to have a bit of CSM support. The examples i gave in my original post were just quick examples. I don't really care how it happens, i just care about it being fixed.
Jeanne-Luise Argenau wrote:

If i remember my mining/indu alt correctly refining and refinery effeciency is also needed to turn loot into minerals so that it is profitable or atleast break even. Industry is a skill which is rly useful for production and that only deals with mining indirectly afterall u could buy your mins. Specific Refining skills need a bit of time but i think u need them only at 1 or 2 (have to check long time since i trained my miner). Leadership skills for the orca are basic pvp skills if u field the ogb so stop crying. Rorqual i never tried.

The skills i mentioned were very specific to mining. You need all of the refining skills to use mining crystals. For tech I you need level 3 specific ore refine, for tech II you need level 4. You need the industry skill at level 5 as a prerequisite skill for many of the mining skills. The Leader ship skills to use the mining boost are Leadership V, Mining Foreman V, and Mining Director I to use the tech 1 module. For the Tech II you need Mining Director V which is a 5x skill, you also need this and Cybernetics at level 5 to use the Mining Foreman Mindlink. These Leadership skills are not basic pvp skills. Please don't post your guesses as a counter point. You have absolutely no idea what you're talking about.
Danika Princip wrote:
You know, a good chunk of the materials I use for production actually come from reprocessed rat crap, since I just cannot be bothered to mine most of the time. Why do you want me to be unable to generate my own materials less efficiently than I could if I mined?

If you cannot be bothered to mine then you should not just be given free minerals. If you want minerals you should have to use the primary income gained from your profession as a bartering tool. In this case it would be actual currency gained instantly without having to refine or sell anything first.
Zircon Dasher wrote:

I did not forget about the skills you list (and tank+drones would not count under your rubric) with the exception of the mining specific leaderships. I also forgot mining drones. I am sure those will compensate for the multiple rank 5,8 and 14 skills that other professions need.

If tank and drones are skills needed for mining, then miners do not need to "switch" to combat -- or combat ships-- in order to do mining missions.

Ah, so you are crusading against high volume. I am sure that you can provide up to date and accurate data to show that such a high volume exists? Meaning you have up to date CCP data which shows the amount of minerals that come from rats?

Troll on playa'..... it keeps this thread amusing since it is otherwise devoid of empirical content.Big smile

If by these other "professions" you my piloting a titan, then yeah, you have mining beat. Good job pointing out that flying caps are the SP peak that keeps on going.

Tank and combat drone skills are not needed for mining. They are needed for combat. And because there's going to be at least a slight amount of combat mining anything then you're going to be forced to train up a certain amount of those skills.

Based on the markets for the Named modules and the faction/deadspace/officer modules it is overwhelmingly clear that the volume of named modules dropped is much much much higher. If you don't understand this concept then i don't know if you have the cognitive powers to understand very much at all. I guess that's why you can't find "empirical content" in this thread.
supernova ranger
The End of Eternity
#98 - 2013-06-25 03:37:49 UTC
Adunh Slavy wrote:
supernova ranger wrote:
How do you propose to get the meta lvl items then? grab them from sites that drop blueprint copies of them?

Not many options for reinserting them into the game if they are taken from their major farming area, mission rats...

Easy enough fix on the isk side though... add 50k bounty per ship? covers the cost and more of most modules that are dropped



When a rat drops something it drops a "broken" item. To fix the broken item, you have in your hangar, the broken item and a meta 0 item of the same type. Right click the broken one and pick "fix", and poof.

For instance, instead of a rat dropping "Limited Energized EM Membrane 1" it drops a "Broken Limited Energized EM Membrane 1" Now to fix it, or 'upgrade' used by the OP, you place a meta 0 "Energized EM Membrande 1" in your hangar, right click the "broken" item and pick fix. It consumes both the broken item and the meta 0 item and results in a functional "Limited Energized EM Membrane 1"


I see and "I see now said the blind man to the deaf woman" is what I'd like to say but I actually do understand :O

Makes sense lore wise as well and doesn't cut into a missioners isk making much... Just need to compensate for the 20k isk you spend and maybe an extra, I'm guessing, 5 to 10 seconds of isk/hour for acquisition and assembly of meta 0 modules to meta w/e for each you would find. Unless there was a market for them that you could just immediately sell them on... you would have to right click and assemble each one and the time doing that would add up and that would eat into your mission running time.

Lore wise you wouldn't expect to find a module in pristine working condition and better then what you could make after the ship it was in just vaporized leaving, visually at least, a twisted hunk of metal wreck.
Erutpar Ambient
The Scope
Gallente Federation
#99 - 2013-06-25 03:57:16 UTC
Shereza wrote:
Adunh Slavy wrote:

Ok, so have rats drop everything, then everyone can suffer.

If player ships don't drop "everything" why should NPC ships do so? That's about as silly an idea as making mission whores suffer for the sake of industrialists. Roll

This is called sarcasm. Allegedly it exists in all languages.
Psychoactive Stimulant wrote:
LOL, so stop mining and grow balls.......

Troll or not, this is the point of this thread. Everything is less rewarding than combat. Combat is supposed to be the resource sink, not the source!!!
Alvatore DiMarco wrote:

Incidentally, I know what "opportunity cost" is. Do you?

In case you havent figured it out yet opportunity cost is basically what you miss out on by making a choice. ie: You have enough money to buy a Bicycle or a Snowboard. If you buy the bike your opportunity cost is winter activities. If you buy the snowboard your opportunity cost is summer activities. In the example given earlier he was saying that by not making the change you're costing the jobs people would have by being able to make the items instead of them just falling out of the sky.
Erutpar Ambient
The Scope
Gallente Federation
#100 - 2013-06-25 03:59:00 UTC
Jeanne-Luise Argenau wrote:
Zircon Dasher wrote:
tiericide with weapons would be interesting....

and being the dev responsible for them is not a job I would even wish upon my mother-in-law.

would be interesting so meta 4 guns get close to damage and fitting requirements of the t2 part were as meta 1 get the lowest fitting req and lowest damage :P

Tiericide would mean that all the weapons were the same but would have a different "role". One would have the best tracking, one the best damage, one the best range, one the most balance. All of them would have the same fitting. We don't know where T2 fits in to tiericide just yet. Though we do understand the concept.
Zircon Dasher wrote:
Discussing weapon tiericide is probably a bit premature atm.

Tiericided ships without tiercided modules? Modules are an intricate part of our ships, without them we'd all just be playing a flight simulator.... in space. (not to be confused with a space-flight simulator)
Danika Princip wrote:

Psst. Tier 1-3 items are mostly useless, and sold to people for pennies to be melted down. If they're replaced with upgrade parts, no-one will buy them outside of a handful of niche situations.

This is true, i agree with you. However there are plenty of things in eve that are unused even though they exist. I don't agree with this being enough reason to stifle a revamp.