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Mining less profitable then anything else?

Author
Zifrian
Federal Defense Union
Gallente Federation
#21 - 2013-10-17 21:23:41 UTC
http://imageshack.com/a/img35/4629/mse7.jpg

Looks like you can average out around 30mil on nullsec ores per hour. Maybe lower if you mine the whole belt? I'm not sure how you figured out your numbers.

Anywho, if you have 5 macks...you are doing around 100-150mil an hour. With multibox you can make more than mission runners since it's fairly easy to run multiple accounts. I have yet to see someone run 5 accounts do do a few missions. I'm not even sure it'd be all that profitable anyway.

I think that's really the issue with mineral rates going down. More and more people seem to have multiple accounts. Hell, I have 3 and only wanted 1...but when in Rome.

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Termy Rockling
Sebiestor Tribe
Minmatar Republic
#22 - 2013-10-17 22:04:53 UTC
Deunan Tenephais wrote:
Haulie Berry wrote:
Want some cheese w/ that?

I do not get the reference, what do you mean ?


With the "w(h)ine" Cool

And no i dont think its whining.
Deunan Tenephais
#23 - 2013-10-17 22:25:47 UTC
Termy Rockling wrote:
With the "w(h)ine" Cool

And no i dont think its whining.

It's not about whining or not, I'm only tired of seeing this piece of rational being flung around whenever someone feel like it.

CCP cannot fully balance such a massive and plentiful game, even around a simple concept, it would require at least the full man/brain power of blizzard/activision to do so.

The risk will never really be exactly commensurate to the reward unless we simply drop players' interactions altogether, but that would make EVE a solo video game.

So people should stop posting monolines about grand theories when they simply cannot exist, it's only fool's gold.
Batelle
Federal Navy Academy
#24 - 2013-10-17 22:28:24 UTC
Bugsy VanHalen wrote:

I understand that freelance miners are a very small part of the EVE community, however the removal of the content that made my gameplay possible did not add anything to any other aspect of EVE. I could under stand if this change improved the gameplay of some other larger group, but it does not. The addition of ore anomalies could have been done without removing gravamteric sites.


Well, for one it made life better for thousands of explorers that never had any interest in gravimetric sites. While I am sad that your pretty cool style of play got shat on, you are literally the first person I have ever heard of to make significant use of these sites, except for people cherry picking a high value ore in highsec or using the ones spawned by sov upgrades in their dedicated mining systems. And I expect CCP had the data to back that up.

"**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.

Tau Cabalander
Retirement Retreat
Working Stiffs
#25 - 2013-10-18 00:09:58 UTC
NGRU Prospector wrote:
38m isk not counting mercoxit, and 44m isk if I do.

Most people make the mistake of assuming they can mine as much Mercoxit as other ores.

In fact, Mercoxit tends to hover around the value of Pyroxeres, because of the reduced yield when using a Deep Core strip.
Zifrian
Federal Defense Union
Gallente Federation
#26 - 2013-10-18 02:08:02 UTC
45mil an hour for mercoxit with rig and max hulk.

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Bugsy VanHalen
Society of lost Souls
#27 - 2013-10-18 13:52:43 UTC  |  Edited by: Bugsy VanHalen
Batelle wrote:
Bugsy VanHalen wrote:

I understand that freelance miners are a very small part of the EVE community, however the removal of the content that made my gameplay possible did not add anything to any other aspect of EVE. I could under stand if this change improved the gameplay of some other larger group, but it does not. The addition of ore anomalies could have been done without removing gravamteric sites.


Well, for one it made life better for thousands of explorers that never had any interest in gravimetric sites. While I am sad that your pretty cool style of play got shat on, you are literally the first person I have ever heard of to make significant use of these sites, except for people cherry picking a high value ore in highsec or using the ones spawned by sov upgrades in their dedicated mining systems. And I expect CCP had the data to back that up.

I understand what you are saying, and I agree that the addition of the ore anomalies was a very good thing. This was a good thing for new explorers and other newer players as you said.

However my point is that the gravametric sites did not have to be removed for the ore anomalies to be added. Removing them did not add anything to the game. all the benefits the game saw were from the addition of ore anomalies, and had nothing to do with the removal of gravametric sites.

This change was put into place by converting the existing gravametric sites into ore anomalies, but it did not need to be done that way. Gravametric sites could easily be added back in to the game without disrupting the balance. just make them slightly bigger, or give them +5% ores compared to there anomaly counter parts. Or even make them slightly worse with their benefit being the added security of having to be scanned down.

I do agree that freelance mining is a niche play style, and if its removal added something to another part of the game, I would have no issue with it, hurt the few to benefit the many, but it did not. The removal of gravametric sites did nothing but remove content that did not have to be removed.

As I said before, combat explorers have the choice between the three site types what they want to run. they can run the static sites from the landmarks that show on the over view, they can run the anomalies that can be found with the standard ship scanner, or they can use probes to find the hidden signature sites. Is it really unreasonable for miners to have the same choice available, miners are already stuck making far less isk/hr than the combat pilots, that is enough of a disadvantage, why must we also have our content stripped away.

I say again, the addition of ore anomalies was a very good thing, but it did not require the removal of gravametric sites (ore signatures).

We should have both ore anomalies, and ore signatures, just like combat pilots have both combat anomalies, and combat signatures. I am not asking for these changes to be reverted, just add random ore signatures back into the game. If the nullbears are happy with their hidden belts now being anomalies rather than signatures, then fine, leave them that way, but give us freelancers back the random ORE signatures that the gravametric sites once were. there are more freelancers out there than you think, but most of them are antisocial, and do not bother with the forums.

Additional food for thought. The larger Gravametric sites were the smallest signatures, and hardest to nail down. There had to be a reason why these sites were chosen to be the least accessible. Why was this necessary? It was done because the original developers knew that a mining ship caught out in low or null sec was dead, their only defense was being hard to find. The same reason why the original skiff had natural warp core stability. To evade and escape, not stand and fight. mining ships can not fight back effectively, and should not be able to, their defense is evasion, not tank or DPS. Now the sites have gone from the hardest sites to find, to taking no effort or equipment at all to find. That is a huge shift in mechanics.Tank means nothing in null sec if you can not escape, or kill your attacker before they kill you, you are dead. The mining ship changes helped high sec miners survive suicide gankers, but did nothing for those not protected under the CONCORD banner. Anyone crazy enough to mine in low sec or NPC null was dependent on that extra few seconds seeing the probes on D-scan gave them, now mining in those same sites which are now anomalies is suicide.
Haulie Berry
#28 - 2013-10-18 19:08:27 UTC  |  Edited by: Haulie Berry
Deunan Tenephais wrote:


CCP cannot fully balance such a massive and plentiful game, even around a simple concept, it would require at least the full man/brain power of blizzard/activision to do so.



..except, this really is a risk/reward matter (along with an effort/reward and supply/demand matter).

Specifically:

The trivial-bordering-on-non-existent risk of mining, along with the low level of complexity, means that it scales very dramatically with minimal increase in effort.

Adding a second character doubles your income with a negligible increase in effort. Adding a third increases it again, with an even small increase in effort.

People recognize this, so they multibox miner fleets, which floods the market. Meanwhile, these fleets of miners virtually never go boom and consume minerals. Sure, you have the occasional suicide gank, but relative to their production, their consumption is practically non-existent.

Want mining to be more profitable? Then it has to be harder or, alternatively, something else has to happen to bring demand up without increasing supply.
Felicity Love
Doomheim
#29 - 2013-10-20 02:55:13 UTC
Velicitia wrote:
Krixtal Icefluxor wrote:
I have not bothered even mining the past few months as it's the most historic low for minerals in my 4 years ingame.


Come again? Minerals are higher than where they were 4 years ago. Drone poo and loot recycling only got ripped out last year (Inferno)


And yet consumption, with a larger pilot population than ever (500,000 subscriptions, dontchaknow ! ! ! ) is slumping.

While I personally believe (having been in and out of the game since Exodus, long enough to see most cycles repeat themselves) that we'll see a good upswing in prices with Rubicon and "Whatever Comes After Rubicon" --- there just isn't the mining activity that there used to be.

Indeed, since the "rebalance", I've seen large asteroid belts in the same hi sec systems, that used to get mined out in half a day, survive almost a week at a time. That did not used to happen.

Indeed, the FORUMS were full of people screaming that the roid spawns were too few and too easily eaten up by big mining fleets .

"EVE is dying." -- The Four Forum Trolls of the Apocalypse.   ( Pick four, any four. They all smell.  )

Kaivar Lancer
Doomheim
#30 - 2013-10-20 09:01:42 UTC
Bugsy VanHalen wrote:
While it is true mining is a lower isk/hr than other activities like ratting, there is a much more basic reason for it. Effort, Yes mining takes much less effort than ratting. It is much easier and safer to mutlibox a mining fleet than a ratting fleet.


Yeah, this is true. I like to farm missions like 'Break Their Will' for asteroids, park a Retriever in the midst of the spawned asteroids, set my drones and lasers and come back in 20 minutes to find my ore hold filled with 4m worth of ore. Dock, unload ore, warp back, repeat. In total, I might only spend 2 minutes actually interfacing with the Eve client. Extrapolated, that's 120m isk per hour of effort. Probably on par with lvl 4 missions.

Of course, in real time, you might only make 15-20m isk per hour.
Krixtal Icefluxor
INLAND EMPIRE Galactic
#31 - 2013-10-20 11:09:07 UTC
Kaivar Lancer wrote:
set my drones and lasers and come back in 20 minutes to find my ore hold filled with 4m worth of ore. Dock, unload ore, warp back, repeat. In total, I might only spend 2 minutes actually interfacing with the Eve client. Extrapolated, that's 120m isk per hour of effort. Probably on par with lvl 4 missions.

Of course, in real time, you might only make 15-20m isk per hour.



4m in ore in 20 minutes works out actually to 12m an hour. Not 120.

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Sylphy
TSOE Po1ice
TSOE Consortium
#32 - 2013-10-20 15:21:46 UTC  |  Edited by: Sylphy
First of all, you use Hulks, not Mackinaws, for better yield.
Second, with miners being so popular targets everywhere, it's no surprise at all that mineral prices have gone up.
Third, everyone who isn't mining for some time says how mining is lacking effort, focus or commitment. Everyone of those couldn't be further from the truth about that.

Ekaterina 'Ghetto' Thurn wrote:
As regards mineral prices we have had a chain of monumentally bad decisions on CCP's part which have driven mineral prices to where they are atm. The latest of these was to add a far cheaper method of purchasing the mining mindlink so they can be bought for as little as 86 million on the player market.


That was the average price of that particular implant before they added gazillion of OTHER storyline mission and made _that_ particular implant, a rare occurence and thus, artificially through their own inability to think it through, making the prices skyrocket.

Before the implement of all the new storyline missions, Mining Mindlink was easily gotten for 100mil off the market. afterwards, the price rose up 10x.

So what they did, was _fix_ their meddling mistake. Not make a "bad decision".

The character does not represent the views/opinions of its Corporation or Alliance.

Sylphy
TSOE Po1ice
TSOE Consortium
#33 - 2013-12-24 09:30:16 UTC
Zifrian wrote:
http://imageshack.com/a/img35/4629/mse7.jpg


Cycle time is wrong on that ISK/hour. 104.1seconds/cycle with Max Rorqual boosts. I know you'll argue that .04 difference doesn't mean much, but when making calculations, point-accuracy is everything.

The character does not represent the views/opinions of its Corporation or Alliance.

Lucas Kell
Solitude Trading
S.N.O.T.
#34 - 2013-12-24 10:09:45 UTC
NGRU Prospector wrote:
Maybe my math is off and youll see it here in a minute, but if I were to use 5 near max mackinaws on perfect rorqual bonuses, I could make on average if equal parts were spent mining everything 38m isk not counting mercoxit, and 44m isk if I do. For the same amount of work on all 8 toons using ships of equivalncy for ratting I could do 3x that. Let the trolls roll in well go blow up rats then.

Veldspar - 42,110,446
Scordite - 51,122,433
Pyroxers - 36,419,526
Plagioclase - 44,298,397
Omber - 41,052,779
Kernite 50,705,970
Jaspet - 28,523,113
Hemorphite - 30,055,797
Hedbergite - 39,158,503
Gneiss - 21,494,896
Dark Ochre - 24,806,600
Crokite - 33,487,173
Spodumain - 16,115,411
Bistot - 41,375,193
Mercoxit - 115,837,785

Math is as follows...
jitscience.com/img/Mining%20Spreadsheet%201.1.pdf


I used todays eve-central prices for minerals, that was multiplied by the amount in each ore and summed up then divided by the m3 per refine to get isk per m3. Finally in the top middle is a place to enter m3/yield and cycle times that was divided by each other to get m3/second and times by 3600 to equate to m3/hr. This was then multiplied against the isk/m3 giving us the totals we see in the first column.

Am I wrong or is mining just **** right now for some reason?
I think your math is off.
Even a high sec miner can push 15m/hour on veldspar in an anti-gank fit.
I wrote a thing a while back and on it there was a grid for high sec scordite on a maxed miner with orca boosts:
http://indecisivenoob.blogspot.co.uk/2013/09/alternative-approach-yield-tank.html

The mackinaw comes out at 21m/hour on scordite so with 5 miners that would be 105m/hour. If you're running a rorq, your not in high sec, so you likely have much bigger rocks too, so don't even have to worry about half cycles anywhere near as much.

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Katran Luftschreck
Royal Ammatar Engineering Corps
#35 - 2013-12-27 23:04:58 UTC
Silvetica Dian wrote:
Mining is not a sensible way to earn isk as a new player and i wish people would stop saying it was.
exploration, missioning, FW, manufacturing and scamming are all just as easy if not easier to get into than mining and all have a higher income.


So how many units of scrap metal do you have to reprocess to make a Titan, anyway?

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Styth spiting
Brutor Tribe
Minmatar Republic
#36 - 2013-12-28 06:10:51 UTC
A maxed out Mackinaw (with 5% implant) and a Rorqual (maxed + implant) using drones will yield 187,458 M3/hour
in a perfect situation (Note a hulk should yield 213,524 M3/hour or 26,066 M3/hour more).

If you have 5 miners
2 on arkonor at 217.99 isk/M3 = 81,727,938
2 on bistot at 204.41 isk/M3 = 76,636,579
1 on crokite at 221.12 isk/M3 = 41,450,712

199,815,229 isk / hour for all 5 mackinaws (hulks would yield 27,784,270 isk/hour more).

The thing about mining is that you CAN run 5+ accounts at the same time and consistently make an expected amount of isk per hour. Yes incursions pay out more, but good luck finding a group that will allow you to multibox 5 characters in a fleet. Chaining belt rats can be better but can you manage 5 characters in 5 different systems going though belts and manage targets, watch local etc. without screwing up your isk/hour. Can you manage 5 different accounts doing sites? Most likely the answer is no for more of these. Yet with mining you can throw 5, 10, 90 alts out into the universe and know how much you will be making per hour and per character, and as long as you have belts available to you (and local is safe) you will make isk.
Kagura Nikon
Native Freshfood
Minmatar Republic
#37 - 2013-12-28 12:11:48 UTC
Velicitia wrote:
While true, you're also assuming that you can run 6 toons through missions at the same time. (IDK where you got 8 from, 5 macks + 1 rorq = 6).

Mining is actually loads better than it used to be; though with that said, it's also the lowest skilled way to make money, and you're competing against every other miner, bot, and 2 hour old newbie trying to make a buck on the market. Missions on the other hand are literally ISK-printing machines (rat bounties, mission rewards, it all comes from "nowhere") ... if missions depended more on the market, then you'd probably see their income drop off pretty severely too.



most of the income from missions come from market (used to be even more). The majority of income is from LP store and that is affected by market prices.

Also in past there was significant loot in misisons, so more linked to market.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Shiv Lazair
Hedion University
Amarr Empire
#38 - 2013-12-29 10:44:30 UTC
Zifrian wrote:
http://imageshack.com/a/img35/4629/mse7.jpg

Looks like you can average out around 30mil on nullsec ores per hour. Maybe lower if you mine the whole belt? I'm not sure how you figured out your numbers.

Anywho, if you have 5 macks...you are doing around 100-150mil an hour. With multibox you can make more than mission runners since it's fairly easy to run multiple accounts. I have yet to see someone run 5 accounts do do a few missions. I'm not even sure it'd be all that profitable anyway.

I think that's really the issue with mineral rates going down. More and more people seem to have multiple accounts. Hell, I have 3 and only wanted 1...but when in Rome.



The problem is that you have to compare Nullsec Mining to Nullsec Ratting (not mission running).

It takes very little effort to do Hubs in a Ishtar...

Throw in a MTU and one of those random characters running around in a Noctis...and voila!

Ya...to be honest Ratting in a Drone Boat is a lot like mining except it pays better...
Brock Kraven
Doomheim
#39 - 2013-12-30 16:10:36 UTC
Your refined mineral count per batch of ore is way off. You're still using old calculations. Here's what the new ore-to-refined minerals are

http://wiki.eveuniversity.org/Refining

For example, on your sheet you have


Arkonor 300(Trit) 166(Zydrine) 333(Megacyte)

When it should be

Arkonor 10000(Trit) 166(Zydrine) 333(Megacyte)
Kaelina Timiar
Ministry of War
Amarr Empire
#40 - 2014-01-21 12:44:40 UTC  |  Edited by: Kaelina Timiar
Bugsy VanHalen wrote:
[quote=Batelle][quote=Bugsy VanHalen]
We should have both ore anomalies, and ore signatures, just like combat pilots have both combat anomalies, and combat signatures. I am not asking for these changes to be reverted, just add random ore signatures back into the game. If the nullbears are happy with their hidden belts now being anomalies rather than signatures, then fine, leave them that way, but give us freelancers back the random ORE signatures that the gravametric sites once were. there are more freelancers out there than you think, but most of them are antisocial, and do not bother with the forums.


I don't understand. From what I see, they did not remove ore anomalies, but renamed them to ore signatures and made it so you do not need to scan it down. In sov space, you get your ore signatures from your indy upgrades, but you can still get the random ore signatures which was previously know as ore anomalies such as small arkonor, bistot, crokite site.