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Dev Blog: Reprocess all the things!

First post First post First post
Author
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#501 - 2014-03-20 22:41:36 UTC
Krom Thomson wrote:
Steve Ronuken wrote:
If there's a decent margin in it, I'd certainly take up refining ore for profit.

Around 30 days from now, I'd have all the highsec ores at 5 for perfect refine. I already have the standing for perfect refine. So that's an implant, at around 300 million or so (ignoring the current markup on it, since the devblog came out)

Any decent corporation would take care of refining for its members. Easy enough to split the ore requirements between multiple characters.

And it's not like anyone in highsec needs all the ore skills. the ABCs aren't available. Lowsec ores are only in sites.

you may want to reevaluate what perfect is steve


Perfect as in : matches perfect refine right now.

Sure, out in Null or lowsec (intensive array) it'll be possible to do better. But an outpost isn't exactly a free thing. And how many do you think have the refining bonuses?

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

handige harrie
Vereenigde Handels Compagnie
#502 - 2014-03-20 22:42:51 UTC
I like this change, it gives something nice to every area of the game and makes the value of Compressed Ore vs Ore vs Minerals or Compressed Ice vs Ice products fresh and more fluid again. The only ones losing out for now are Rorqual pilots, who lose their niché (compression).

Baddest poster ever

ergherhdfgh
Imperial Academy
Amarr Empire
#503 - 2014-03-20 22:43:46 UTC
Some basic points I think CCP misses:
- There are two types of isk: server generated and isk made from other players
- Server generated isk adds to mudflation
- isk made from other players drives down mudflation as eventually those sold goods are blown up.
- Players engaging in PvE have choices which effect the ratio of server isk to player isk
- Loot nerf leads to less mission / ratting / anoms being looted

- Increased ratio of speed running missions means:
- Dilution of LP values
- Increase in salvage value
- Increase in server isk to player isk ratio which = mudflation
- Increase entry barrier for new players


Last I heard something like 80% of players reside in high sec. CCP thinks if it keeps buffing null sec income it will get those players to go to null yet somehow keep forgetting the huge entry barrier to null and the fact that if you want null to become as popular has high sec you have to attract all kinds of players to null.

Currently null sec favors only one kind of player and that is the type like to shoot at everything. Null sec mechanics do not favor industrial types. So CCP keeps buffing what large coalitions can make which just further increases the entry barrier to null. No matter how much you boost mining if you have to have 3 combat pilots to protect every miner / hauler / booster then that means less isk per character involved in the mining op.

The bubble proof interceptors while I love them for getting around null make it so the only way to protect a mining op from a hot drop is to move so deep into null that you are out of cyno range or any red territory. This just further increases the entry barrier to null for newer players and newer corps / alliances

If you want null more active you need to increase the amount of newer players and newer / lower population corps and alliances. If you want that you need to increase the tools for Coalitions and Alliance to open their space to other players. The types of things I can think of to do is are:
- An easy way to share standings publicly like allowing anyone to have their local chat display the standing that any person, alliance or corp chooses to make public.
- More tools to earn isk from neutrals like the ability to set rates of tax i.e. bounty sharing rates
- Tools to tax ore removed from system.

Current null sec mechanics encourage large Coalitions to lock down huge sections of space to not get used. If you want to make null more active you need to change that and create mechanics that incentivise sov holders to encourage other players to use their space. This creates a mechanic where as an Alliance leader I want as many friendlies in my space as possible and as few in my competitors space as possible. So if I set my tax rates too high independents will go to my competition. If I keep my space safer it will be more valuable. If I make my competitors space less safe it will drive down the value of their space.

In short you need to make it so that sov holders are actively seeking more people to come use their space in stead of the mechanic which we currently have which is to encourage them to keep as many people as possible out of their space. The more valuable you make null under the current mechanics the more you make profitable to lock down your boarders and keep as many people out of null as possible.

So instead of trying to make everyone fight regardless of their play style why not make it so that those who like to fight can and those that like to produce can and create tools for the producers to be able to pay the combatants.

Want to talk? Join Cara's channel in game: House Forelli

Marcia en Welle
Doomheim
#504 - 2014-03-20 22:44:12 UTC
Querns wrote:
Marcia en Welle wrote:
How about giving low sec and npc null sec some much needed love as you suggested in the Blog ytterbium. I assume you are referring the POS changes being the buff to low sec, even though it will still be much easier to use the POS in high sec.

Increase the base reprocessing rate of stations in low sec and npc null sec to 55%.

So conquerable nullsec should have to spend 35b per outpost to get the same refines as a lowsec station?

Nope.

If I read the blog correctly, then 55% would put low sec just above a POS, but still below a null sec outpost which is 60%.
Krom Thomson
Jumpbridg
#505 - 2014-03-20 22:44:25 UTC
Melek D'Ivri wrote:
Weaselior wrote:
Dinsdale Pirannha wrote:

So let me get this straight.
Joe high sec mission runner, who is currently getting 100% refine on modules, will now have to have a hugely expensive implant, plus weeks of skills, to achieve a 27.6% nerf in his mission loot income.

So what null sec cartel corp do you have your alt in?

i don't think you grasped how scrapmetal works in the current system, implants don't affect it and you're getting 55% of what you get now at most (only scrapmetal processing, which is now 2% affects scrapmetal, nothing else, so 50% *1.10=55%)


Both Refining and Refinery Efficiency affect modules reprocessing pre-nerf. As well as Implants. You can use an implant and skip Scrapmetal Processing currently, so yes, if you have Scrapmetal Processing and Implant is useless, but only then. You can currently get 100% yield on an item VERY easily with Standings (just need about 3 weeks of training instead of 6)



he also forgets that its the null-sec alliance leadership that controls how much null station take.... excluding npc of course.
Nevyn Auscent
Broke Sauce
#506 - 2014-03-20 22:44:47 UTC  |  Edited by: Nevyn Auscent
Not convinced by the inability to reach perfect refine for high/low sec.
Once Null Sec adjusts and other balance points are also implemented this may actually end up tipping the scales too far in Null Industries favour long term. It's a very dangerous precedent to set as it says Null must be best at everything, rather than each section of space having a true identity for what it's used for.

That said, the change to favour players who have trained the skills properly rather than the current 'slap a few levels on and be at 100%' is a good change, as it makes mining & industry a more serious profession skill wise than it used to be.
Just concerns it's going too far in nerfing high sec.

P.S. Yes! 50% base on all Null Outposts. Something I have been in favour of for a long time.
Also yes please skills for compression and skills for using a POS array.
Mara Rinn
Cosmic Goo Convertor
#507 - 2014-03-20 22:44:55 UTC
Scyllyn wrote:
Ask yourself would you rather play a game where you can be enjoying "end game" content in less than a fortnight or a game where it takes almost 8 months just to be able to melt rocks properly?


1) EVE doesn't have an end-game.

2) If you love WoW so much because of the "end game" (which is simply levelling your gear instead of your character), why don't you go back there?

3) All the games which try to replicate WoW's model fail. Why should EVE try to emulate WoW when it already has a model that has worked for 10 years?

4) EVE doesn't have an end-game, so discussion of "end game content" is meaningless.
Mara Rinn
Cosmic Goo Convertor
#508 - 2014-03-20 22:45:54 UTC
Querns wrote:
Mara Rinn wrote:
Tarsas Phage wrote:
Yes, that is one discussion we internally had as well. We tried to find a term that would encompess both reprocessing and refining, but with no avail.


Smelt.

You smelt alumina to make aluminium

You also smelt aluminium scrap to make aluminium.

The process of rendering "stuff containing the metal I'm after" into "the metal I'm after" is smelting.

Unfortunately this might get confused with "fishing for smelt."

http://en.wikipedia.org/wiki/Smelt_(fish)

:V


Or a new skill that involves manufacturing perfumes and … less desirable fragrances.
Querns
Science and Trade Institute
Caldari State
#509 - 2014-03-20 22:45:58 UTC
Marcia en Welle wrote:
Querns wrote:
Marcia en Welle wrote:
How about giving low sec and npc null sec some much needed love as you suggested in the Blog ytterbium. I assume you are referring the POS changes being the buff to low sec, even though it will still be much easier to use the POS in high sec.

Increase the base reprocessing rate of stations in low sec and npc null sec to 55%.

So conquerable nullsec should have to spend 35b per outpost to get the same refines as a lowsec station?

Nope.

If I read the blog correctly, then 55% would put low sec just above a POS, but still below a null sec outpost which is 60%.

Getting the 60% requires you to install 35b of upgrades. An un-upgraded outpost sits at 50%.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Don Aubaris
#510 - 2014-03-20 22:49:45 UTC  |  Edited by: Don Aubaris
Why is it each time I find something to do in Eve, CCP feels an urgent need to screw me royally?
I finally got my reprocessing of modules perfect. Sad Buying up cheap stuff from the market and reprocessing it seems yet another career-path that is closed or atleast alot less profitable. Make your own career...yeah...you should start changing your advertising : you can do what you want, but if you don't do what we want (=goto null-sec), we'll just make your life miserable.

Your arguments are all flawed :
* "prevents us from giving low and null-security facilities some advantage" : Once again CCP does not respect the idea of the Empires. It makes perfect sense that mining activities in null-sec are more profitable. It make perfect sense that loot there is better. It is not logical that refining in null-sec is more efficient. If refining is more efficient then this would mean the empires are technologically behind. Those null-seccers should work their asses off to get the same ratio as the empires. Or be forced to go to empire space to get the best ratio's. They certainly should not have advantages in this area.
* "reduces the incentive to train most reprocessing skills". Any serious miner will have those ore reprocessing skill to IV already since you need them for tech 2 mining Crystals. So who else need a motive for training them? People who are not interested in mining? And if you want to 'specialize' ain't it then good that people don't train all skills???
* "limits a game designer’s ability to increase material composition on items when needed,a s this would give players free stuff ". This is complete nonsense. After these changes you will have the same problem. But it will be less visible since you reduced the amount of mats you can get. You should add a version Attribute to the items to solve this. Same stats that matter but only with a 'version' that gives different materials when reprocessed. Will need to visibile in the market ofc.
* Compression... not my problem...but just push the compression-ratio then instead of annoying people.

Forcing people to use an implant is ridicoulous... That basically means we'll have to have a jump-clone to reprocess. Realy?? And how would an implant improve reprocessing?? it's the station that does it. Not the clone.

Conclusion : lots of bad ideas. Please make your home work again
Krom Thomson
Jumpbridg
#511 - 2014-03-20 22:50:21 UTC
Marcia en Welle wrote:
How about giving low sec and npc null sec some much needed love as you suggested in the Blog ytterbium. I assume you are referring the POS changes being the buff to low sec, even though it will still be much easier to use the POS in high sec.

Increase the base reprocessing rate of stations in low sec and npc null sec to 55%.



that is one i wouldn't be opposed to seeing a bit of love for the low bears
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#512 - 2014-03-20 22:51:42 UTC
ergherhdfgh wrote:
Some basic points I think CCP misses:
- There are two types of isk: server generated and isk made from other players


All isk comes from the server. Everything else is just moving isk around.

Something to bear in mind: that 80% of characters in highsec, includes alts of people in lowsec and nullsec.

It should also be noted, for your LP dilution? That's actually a good thing. Because for every lp that is spent, some ISK is returned to the server. More LP spent = larger isk sink.

(stuff being destroyed doesn't remove isk. It generally creates more, due to insurance. sure, /you/ don't have it. but someone else does)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#513 - 2014-03-20 22:52:46 UTC
Krom Thomson wrote:
Marcia en Welle wrote:
How about giving low sec and npc null sec some much needed love as you suggested in the Blog ytterbium. I assume you are referring the POS changes being the buff to low sec, even though it will still be much easier to use the POS in high sec.

Increase the base reprocessing rate of stations in low sec and npc null sec to 55%.



that is one i wouldn't be opposed to seeing a bit of love for the low bears


Well, they do get access to the intensive refining array, with a higher return on it.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Marcia en Welle
Doomheim
#514 - 2014-03-20 22:54:34 UTC
Querns wrote:
Marcia en Welle wrote:
Querns wrote:
Marcia en Welle wrote:
How about giving low sec and npc null sec some much needed love as you suggested in the Blog ytterbium. I assume you are referring the POS changes being the buff to low sec, even though it will still be much easier to use the POS in high sec.

Increase the base reprocessing rate of stations in low sec and npc null sec to 55%.

So conquerable nullsec should have to spend 35b per outpost to get the same refines as a lowsec station?

Nope.

If I read the blog correctly, then 55% would put low sec just above a POS, but still below a null sec outpost which is 60%.

Getting the 60% requires you to install 35b of upgrades. An un-upgraded outpost sits at 50%.

To be honest low sec needs some help. Any alliance worth its salt will get a 60% outpost as soon as they can.

It is all well and good giving null sec industry a nice buff, but if you take your argument to it's logical conclusion, then you should also be arguing for both low sec and npc null sec to also be superior for industry than high sec.

After these changes, low and npc null will have a much greater risk, although still offer the same benefits of operating in high sec.

Altering this is surely only following your own logical argument. Unless of course you are shamelessly trying to get buffs for only your own benefit.
Krom Thomson
Jumpbridg
#515 - 2014-03-20 22:55:31 UTC
Weaselior wrote:
mkint wrote:

And all it'll take is the skillpoints of a titan pilot. Thank goodness that's a normal state of affairs!

yeah uh no, that's not how many skillpoints it would take

a titan is two years of training

the 200 days was me, and much of that is highend ores, you can bust out all highsec ores easily by patch day, and that also included ampV because i was inattentive to my skillplan (whoops)

since i am an overman and live in null i may have need of highend refining as well so i'll do that but someone with zero refining skills can become a perfect veldspar refiner in under 30d then its about 5 days max for each additional highsec ore, so the people scrabbling in the dirt in highsec don't have that sort of training time

but yes, people more skilled than you should get more rewards but it takes like three guys with the skills in jita to drive profits down to minimal levels

and how do you get that we don't need the skills? some of us do refining for a living other see the saving in buying the ore and refining it to make are stuff
Krom Thomson
Jumpbridg
#516 - 2014-03-20 22:57:49 UTC
handige harrie wrote:
I like this change, it gives something nice to every area of the game and makes the value of Compressed Ore vs Ore vs Minerals or Compressed Ice vs Ice products fresh and more fluid again. The only ones losing out for now are Rorqual pilots, who lose their niché (compression).

why not say that well not hiding on your npc alt
Weaselior
GoonWaffe
Goonswarm Federation
#517 - 2014-03-20 22:57:58 UTC
I don't really get the rage over the implant, it's only like 300m, if they were asking people for a cosmos implant or something maybe that would be an issue but the 4% is like nothing, not even the cost of a normal set of +5s

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Weaselior
GoonWaffe
Goonswarm Federation
#518 - 2014-03-20 22:59:38 UTC
Krom Thomson wrote:

and how do you get that we don't need the skills? some of us do refining for a living other see the saving in buying the ore and refining it to make are stuff

well if you're doing refining for a living you shouldn't complain you can specialize even more now

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Mara Rinn
Cosmic Goo Convertor
#519 - 2014-03-20 22:59:40 UTC
CCP Ytterbium wrote:
Omnathious Deninard wrote:
I might have missed it, but do starbase refining arrays now take skills into consideration?


Not for now, …


Someone who is not trained in industry can simply plug in a 4% implant (they have Cybernetics 5 already in order to use their High Grade Slaves), wander up to a POS and refine as efficiently as someone who has focussed on the appropriate skills. This needs to change so that industry-focussed characters have some advantage over combat-focussed characters when it comes to doing industry stuff.

I hope you can turn "not for now" into "it's on the roadmap for summer/winter 201x" soon :)

Why do refineries in EVE smelt a billion tonnes of ore into metal instantly, when it takes days to manufacture that battleship in the first place? In the words of Pauline Hanson, "I just don't like it!" Ideally, there should be limits to throughput in order to provide other avenues for improvement — either by skills or advanced refinery designs — in order for one group of industrialists to gain a edge over another.

Thank you for these changes so far, CCP, it's a good direction to be heading in order to remove the extreme advantages of NPC supported industry in hi sec over industry in low and null.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#520 - 2014-03-20 23:01:41 UTC
Mara Rinn wrote:
1) EVE doesn't have an end-game.

that's the bit that starts just after the tutorials