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Rethinking asteroid belts as actual belts, in lieu with today's emphasis on scanning

Author
novellus
The Special Snowflakes
#41 - 2013-11-17 20:59:49 UTC
Overall, a pretty positive response! It'd be good to see this gain some momentum.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#42 - 2013-11-17 21:59:14 UTC
It would be nice if it looked like this: https://www.youtube.com/watch?v=K5toQqcxcNc#t=180

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

novellus
The Special Snowflakes
#43 - 2013-11-18 00:08:25 UTC  |  Edited by: novellus
Kirimeena D'Zbrkesbris wrote:
It would be nice if it looked like this: https://www.youtube.com/watch?v=K5toQqcxcNc#t=180
...Wow!! Yeah, this video is somewhat close to what I was propsing :)
Devlin Shardo
Phoenix Connection
OnlyFleets.
#44 - 2013-11-18 00:24:07 UTC  |  Edited by: Devlin Shardo
+1 Love it, CCP make it so.
I love everything that makes it more realistic \o/
Edit:
Kirimeena D'Zbrkesbris wrote:
It would be nice if it looked like this: https://www.youtube.com/watch?v=K5toQqcxcNc#t=180
i would Mine all day long.
Viaharo Musa
Evian Industries
Reeloaded.
#45 - 2013-11-18 02:35:39 UTC
+1 to this as well. It has bugged me from day one playing eve about the shape and mechanics of the belts. Not realistic compared to the rest of the mechanics in game. Actual belts that act much like the OP stated.... Dear god yes yes yes yes.
Nevyn Auscent
Broke Sauce
#46 - 2013-11-18 03:02:31 UTC
I actually would much rather belts be entirely removed as objects to do that kind of thing.
Instead just do continually respawning grav anomalies. (Possibly not instantly, but on a fairly short timer at least)
Then you only need three or four in a system, rather than 20 or 30 belts. So you can significantly reduce the number of grids in use for mining, as well as removing the time zone bias involved in mining.

This also turns mining more active since you can't just have 10 anchored containers you dump it into and warp to the same bookmark every time, but have to go to a new site each time.

You could easily use the few larger asteroids with veins and some form of yield finding to focus & improve yield as well (I'd say up to 50% yield increase sounds reasonable). But.... Would have to give mining barges real cruiser fittings if you want them all to have to choose how to fit. And just limit strip miners & MLU's the same way as command links are limited on command ships. That way they have enough fitting options to choose from, rather than the current 4 slots total to pick fittings from which are what make for such obvious fits.
Sarah Stallman
Pen2 Logistics
#47 - 2013-11-18 04:45:18 UTC
The time zone bias is seriously a thing. I knew I was getting too heavily into mining when my sleep schedule was adjusting so I would wake up at 3:30 AM so I could be ready to do as soon as the system came online.
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#48 - 2013-11-18 05:44:02 UTC
One of my friends who have been playing from the beginning once said that the belts used to be like the old ice belts. (ie a big line.) They were several hundreds of km long and very often covered multiple grids. Because of the grids and the terrible scanning system then, a person could hide in the belt at a off grid of the main warp in and be greatly protected from people trying to hunt them. Needless to say people were all upset and CCP changed it.

Now I don't know if this is true. But It would explain a lot.

The whole mining system needs a full overhaul and everyone knows it.
novellus
The Special Snowflakes
#49 - 2013-11-18 14:30:12 UTC
Onslaughtor wrote:
One of my friends who have been playing from the beginning once said that the belts used to be like the old ice belts. (ie a big line.) They were several hundreds of km long and very often covered multiple grids. Because of the grids and the terrible scanning system then, a person could hide in the belt at a off grid of the main warp in and be greatly protected from people trying to hunt them. Needless to say people were all upset and CCP changed it.

Now I don't know if this is true. But It would explain a lot.

The whole mining system needs a full overhaul and everyone knows it.
How far back was this? I've been playing since late 2004 and don't remember seeing ye olde asteroid belts of awesomeness.
Debora Tsung
Perkone
Caldari State
#50 - 2013-11-18 15:36:04 UTC
Zerlestes wrote:
its not terrible its a job i do i f i like to relax or like some income and read a book at the same time ( in empire)

some people have reached the perfect miner they like mining and cant get more yield per skill or imp
and the find new ways to perfect mining

aka not managing 1 ship a fleet of ships

without is boxer even 6 accs is possible if mining changes to a playstyle were multiboxing isnt possible
many people leave eve or many accs cant be used anymore


No. the OP never said that muliboxing shouldn't or wouldn't be possible with the suggestion he made.

Just because the attentive miner is being rewarded doesn't mean that the ISBoxer with his 6, 8 or 95 ships is worse of.

How much can you improve the yield of a miner with a mini game before it is considered broken?

10 - 20%?

If you pilot just as much as 2 ships, you'll already be at 200% compared to the single toon guy.

I honestly do not see or understand your problem.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Elsbeth Taron
Brutor Tribe
Minmatar Republic
#51 - 2013-11-18 16:05:16 UTC
Like a lot of ideas this is a good one but won't be easy to implement software-wise. Remember EVERY object in eve needs to be tracked by the server; roids are the same as ships in that respect, in that they are interactible objects. Each sun having a belt like our (real life) sun would not be good for the server.

The current system isn't perfect, nor even lifelike, but it IS manageable.
novellus
The Special Snowflakes
#52 - 2013-11-18 18:34:29 UTC  |  Edited by: novellus
Elsbeth Taron wrote:
Like a lot of ideas this is a good one but won't be easy to implement software-wise. Remember EVERY object in eve needs to be tracked by the server; roids are the same as ships in that respect, in that they are interactible objects. Each sun having a belt like our (real life) sun would not be good for the server.

The current system isn't perfect, nor even lifelike, but it IS manageable.

Which was why I proposed making the asteroids larger and farther apart.

Naturally, doing this would generate its own set of issues, so in order to keep mining mechanics similar to what currently exists, I proposed multiple veins for each larger asteroid.

And it's not like the server has to keep track of every single bloomin' asteroid along the belt. Instead, asteroids would be procedurally generated on-grid. Tracking only, say, 30 asteroids on grid versus 100ish (as it is currently). And with procedural generation / removal, the number of 'roids the server has to keep track of would be more than manageable.

Server load wouldn't be as daunting as you'd think -- one person running missions generates all sorts of interactable objects for the server to keep track of. I don't see how this would be much different.
Batelle
Federal Navy Academy
#53 - 2013-11-18 18:56:40 UTC
this is a really cool idea. Make current asteroid belts be warpable beacons along the belt. However you don't need to reintroduce scannable ore sites, just make them anomalies along the belt.

Lastly, through on grid travel or expired anomalies, you would end up with mineable ore in a location that can only be reached through combat probes. This would be okay, as the ore here would be less good than at the anomalies along the site.

This would make way more sense than the current asteroid belt system.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Harlon Cordarii
Republic Military School
Minmatar Republic
#54 - 2013-11-18 19:07:02 UTC
+1

Would also be pretty cool if you could take damage depending on your ship size if you decide to fly through the most dense part of the fields.
Punchy McFist
Viziam
Amarr Empire
#55 - 2013-11-18 19:18:20 UTC  |  Edited by: Punchy McFist
CCP are you listening?
Alvatore DiMarco
Capricious Endeavours Ltd
#56 - 2013-11-18 19:23:52 UTC  |  Edited by: Alvatore DiMarco
I learned something very interesting during the CSM8 Town Hall.

"What did you learn, Alvatore?" Well, I'm glad you asked. I learned that while CCP does watch the threads in F&I for particularly good ideas, what really gets their attention is the number of individual accounts participating in a thread. This goes whether they're in support of or against an idea.

I don't think I need to explain much more than that, although I should point out that CCP does have a way to track which accounts share an email so keep that in mind when you interpret what I just said.
Elsbeth Taron
Brutor Tribe
Minmatar Republic
#57 - 2013-11-18 22:40:57 UTC
novellus wrote:

And it's not like the server has to keep track of every single bloomin' asteroid along the belt. Instead, asteroids would be procedurally generated on-grid. Tracking only, say, 30 asteroids on grid versus 100ish (as it is currently). And with procedural generation / removal, the number of 'roids the server has to keep track of would be more than manageable.

Server load wouldn't be as daunting as you'd think -- one person running missions generates all sorts of interactable objects for the server to keep track of. I don't see how this would be much different.

It would need to track them as you're not the only miner out there hitting this big belt, so a roid being out of range of you may be in range of another player. Multiple players in the area would require a LOT of roids to be generated, unless they are all close to you.

Also, once a roid has had some ore removed it can't be handled procedurally; the code can't predict how much ore you removed.

The idea isn't dead; I just think it's not an easy thing to implement. Certainly harder than you appear to believe.
novellus
The Special Snowflakes
#58 - 2013-11-18 23:29:26 UTC  |  Edited by: novellus
Elsbeth Taron wrote:
It would need to track them as you're not the only miner out there hitting this big belt, so a roid being out of range of you may be in range of another player. Multiple players in the area would require a LOT of roids to be generated, unless they are all close to you.

Also, once a roid has had some ore removed it can't be handled procedurally; the code can't predict how much ore you removed.

The idea isn't dead; I just think it's not an easy thing to implement. Certainly harder than you appear to believe.
You bring up valid points -- but I'm still not convinced that there is a server-load barrier. Solo mission-runners require entire rooms to be instanced, tracked and followed. Sometimes with 200+ objects when multiple rooms, NPCs, decorative structures, and wrecks are all involved. All because of one player. There's a time-out, of course -- wrecks disappear, missions fail, so on and so forth.

That being said, there's no technical limitation to procedurally generating / removing asteroids with quick time-out timers. And with the deep-space (non beacon, non anomaly) 'roids giving mediocre ore, you may not even have to track these. You could probably remove generic 'roids immediately once a grid is vacated. Even the ones that were being mined. Because when you came back, since everything is generic, it doesn't matter what you've been mining before. Now beacon/anomaly sites, with the more lucrative ores, you'd definitely want to track that. As it currently is.

Also, traveling down an asteroid belt would spawn / despawn asteroids at a manageable rate. Server congestion problems tend to occur when things "burst" onto scene. So in this case, when you warp on field, if the fields are relatively sparse, this spawning process could probably occur as soon as you hit warp--with everything spawned by the time you arrive on-field.

I think what's interesting is that procedural generation gives the illusion that the server is tracking everything as you travel, with belts stretching into the infinite horizon -- when in reality, you'd only be experiencing a moving sliver.
Will Harold
Ascendance
Goonswarm Federation
#59 - 2013-11-19 05:33:34 UTC  |  Edited by: Will Harold
Nevyn Auscent wrote:
I actually would much rather belts be entirely removed as objects to do that kind of thing.
Instead just do continually respawning grav anomalies. (Possibly not instantly, but on a fairly short timer at least)
Then you only need three or four in a system, rather than 20 or 30 belts. So you can significantly reduce the number of grids in use for mining, as well as removing the time zone bias involved in mining.

This also turns mining more active since you can't just have 10 anchored containers you dump it into and warp to the same bookmark every time, but have to go to a new site each time.

You could easily use the few larger asteroids with veins and some form of yield finding to focus & improve yield as well (I'd say up to 50% yield increase sounds reasonable). But.... Would have to give mining barges real cruiser fittings if you want them all to have to choose how to fit. And just limit strip miners & MLU's the same way as command links are limited on command ships. That way they have enough fitting options to choose from, rather than the current 4 slots total to pick fittings from which are what make for such obvious fits.


No. Just no. And hell no. Why? The current ice belt debacle. Want proof? Go into one of those systems and mine in one.

No.
Joe Boirele
The Scope
Gallente Federation
#60 - 2013-11-20 02:40:35 UTC
Yes. I never mine, but it's always bothered me that the asteroid belts aren't belts, just random collections of rock sitting around a planet. Of course, I'd also like to see planets that actually orbited, but that's probably not happening anytime soon.
+1

Enemies are just friends who stab you in the front.

"We will not go quietly into the night! We will not vanish without a fight!"