These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev Blog: Reprocess all the things!

First post First post First post
Author
Dinsdale Pirannha
Pirannha Corp
#701 - 2014-03-21 06:05:52 UTC
mynnna wrote:
Dinsdale Pirannha wrote:



So bottom line, goons won't start mining in null sec until your dev's have buffed null sec mining to making as much coin as an FW plexer, or whatever the most profitable activity is in Eve at the time.

Good to know. Tell me, are you going to wreck all other forms of non-null sec income to achieve this, have your dev's increase by an order of magnitude the minerals that a null sec miner can harvest per hour, or some combination?


Hardly. Having it be competitive with nullsec ratting would be sufficient. You wouldn't do one activity if another one was more valuable, why would you expect anyone else to? And you don't even have to increase the amount of minerals found in nullsec, really. Remove the lowsec and highsec ores from nullsec mining sites and buff the remaining six nullsec ores a little more, basically adding the minerals you removed back in. Overall minerals in the site thus doesn't change, but as you've increased the value density of the site, isk/hr climbs... up to around 55m/hr for an xlarge or giant, which would be just fine.


I don't think even you can find anything sinister in that.


LOL..
Yeah, right.

So tell me this one. Naturally you will deny it, but your own propaganda team has posted long and hard about how null sec players are so poor that they need high sec alts to make real income. They also have gone on to post that they have diamond hard proof that high sec mission runners make 100 million / hour. So why on earth would they mine in null sec at 55M / hour, which is obviously fraught with so much danger, when they can run missions "risk-free" in high sec?

Bottom line, you engineered this to drive more players into null sec into your waiting arms , which will reach deep into their pockets. This is never about any "balance" in the game, but pure greed on the part of you and the rest of your cartel buddies.
ergherhdfgh
Imperial Academy
Amarr Empire
#702 - 2014-03-21 06:10:49 UTC
Malcanis wrote:
ergherhdfgh wrote:
I remember how the huge loot nerf they did a couple years ago was supposed to "fix" mining and still you need to run 3 accounts to make the same isk / hour mining as you do ratting.


It wasn't supposed to "fix" mining, it was supposed to make mining more viable.

Would you like to argue that it didn't?


I obviously don't have access to all the historical data that CCP does but yes subjectively I would say that the increases in potential isk / hour from mining has been less than the decrease in potential isk / hour from missioning and ratting both percentage wise and absolute amount. If you take out the bonus that the noctis has given to loot and salvage I would say it's even worse. And if you add in the increased price of everything it's much worse.

I'll give you the probability that a decent part of the inflation may be caused by the introduction of what I consider a flawed pay out system that came with incursions. However the point remains that PLEXs are double what they were before hand and that ship cost a significant amount more now than they did before.

Now that we are talking about it I'd be curious to know if mining has even increased at all or maybe decreased when instead of considering isk / hour we talk the actual buying power of an hour's worth of mining. Now I've drifted way off into conjecture but at least you know where I stand.

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

James Amril-Kesh
Viziam
Amarr Empire
#703 - 2014-03-21 06:25:17 UTC  |  Edited by: James Amril-Kesh
Dinsdale Pirannha wrote:
Oh no..there is no cosy relationship between the dev's and the null sec cartels. There are certainly no blogs by goons, nor pictures, of certain high level goons getting a number of dev's and other high placed CCP employees into VIP rooms in Las Vegas and getting them utterly drunk.

And even of they did, it would not matter, because everyone knows that although drunk people across the planet are known to give up secrets, or can be easily swayed, CCP employees undergo specialized training so no matter how drunk they are, no matter how good a time they are having, they would never ever give their hosts information that can give said hosts an advantage in game.

What the actual ****

Enjoying the rain today? ;)

ergherhdfgh
Imperial Academy
Amarr Empire
#704 - 2014-03-21 06:26:37 UTC
Querns wrote:
ergherhdfgh wrote:

I have to agree with this guy. Past efforts to increase the value of mining has only lead to a devaluing of income from players who actually play the game and an increase in the incentive for large Coalitions to lock down huge sections of null sec and make sure that very little of it is used and then have large scale mining bot operations deep in blue territory. I saw this first hand in scalding pass a few years ago with that Russian prince who got outted with that RMT scandal back then and I doubt a whole bunch has changed since then.

These changes will only further alienate and discourage actual players and further incentivise bots.

So what you're saying is that no professions in the game should ever be made to be more lucrative, because the BOT ARMY will descend upon it?


No I'm just saying that if they don't tackle the bot problem then the professional buff will only benefit the botters and not actual players.

This perspective is coming from an assumption that not only are there a significant number of mining bots in game but that CCP secretly has a love / hate relationship with them as all those bots do still have to pay monthly fees to bot. Neither of these things can I prove. However I was in Scalding Pass when White Noise moved their botting empire in and it was obvious to everyone that something very fishy was going on. I find it hard to believe that if you are CCP and have the ability to roam around in an invisible ship and not show up in local and observe everything as well as have full access to chat logs and game files I have a hard time believing that they couldn't prevent more of this activity if they realy wanted to. It seems there is a financial incentive for them to "put up the good fight" against botting but not actually eradicate it. In business if you can find a profit motive it's most likely happening.

Anyway these are the forums and Devs read these so I'm putting my take out there in hopes it's at least considered.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#705 - 2014-03-21 06:29:04 UTC
John Frohike wrote:


WHO ACTUALLY PLAY THE GAME?!? Because mining is not actually needed to build anything, right?


No because bots are computer programs as opposed to actual people actually playing the game.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#706 - 2014-03-21 06:31:28 UTC
Weaselior wrote:
ergherhdfgh wrote:

I have to agree with this guy. Past efforts to increase the value of mining has only lead to a devaluing of income from players who actually play the game and an increase in the incentive for large Coalitions to lock down huge sections of null sec and make sure that very little of it is used and then have large scale mining bot operations deep in blue territory. I saw this first hand in scalding pass a few years ago with that Russian prince who got outted with that RMT scandal back then and I doubt a whole bunch has changed since then.

These changes will only further alienate and discourage actual players and further incentivise bots.

what kind of nutjob thinks we conquer space for the mining


You have me there. That was a judgement error and a ridiculous conclusion. I thank you for setting me strait.

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

Rain6637
GoonWaffe
Goonswarm Federation
#707 - 2014-03-21 06:34:35 UTC
it's ok. people expect starting locations in expansive games will suck.
El 1974
Green Visstick High
#708 - 2014-03-21 06:42:17 UTC
1. I have a feeling the POS refining arrays don't take skills into account because you don't have a clue how to make that work with the POS code. You continue to build on broken code and end up with solutions like this. Stop doing that: finally fix pos code pls.

2. You are seriously nerfing reprocessing of modules and ships because one day you want to remove the extra materials from blueprints. There is no good reason to make this change now. It's bad timing. Just continue to let the refining skills affect module reprocessing until you are finally ready to make the change. That will already reduce the outcome of module reprocessing by ~38.1% without compensation by adding more materials like you are doing with ores.
Debir Achen
Makiriemi Holdings
#709 - 2014-03-21 06:47:05 UTC
I'm not really sure I see the point behind scrap metal processing any more.

Previously, scrap metal processing 1 made sense if you wanted to be a purist. Refining V + Refining Efficiency V + 50% station + perfect standings landed just short of 100%, with Scrapmetal Processing I taking you to 100% (and it was a huge train, because of the RE V and Met V pre-reqs).

Under the new proposal, it increases from 50% to 55% yield at level V.

I'm not sure why this is considered attractive. You can't use it for perfect mineral compression, because anything other than a marginal loss is a big deal (unless shipping costs are high enough that paying double for railgun compression is OK, in which case the nerf fails).

So it's purely being used to turn junk into raw materials. But this is being hit with a double nerf - you're now getting half the previous yield, plus ore is expected to become more valuable with respect to minerals since it can be compressed and minerals can't.

In other words, you get 50% at 0, and 50% plus a little bit at V, on something that's already been nerfed hard. Basically, similar utility to the four updated X Shield Compensation skills - a negligible bonus to something few bother with anyway.

I understand why 100% reprocessing is bad. What I don't understand is why 50% is a good number, rather than something in the 80-95% range. Reprocessing ceases to be a way to turn useful stuff into other useful stuff, and becomes a way of getting a token return on stuff that no-one wants.

Aren't Caldari supposed to have a large signature?

Rabbit P
Nuwa Foundation
Fraternity.
#710 - 2014-03-21 06:55:03 UTC
CCP Ytterbium wrote:


However, we wanted base Reprocessing Array rates to be higher than NPC stations, thus at 52 and 54%. However, since skills are not taken into account for those, we set them up to artificially count as if you have max skills + implant, thus giving them 75.3% and 78.1%.



so, it mean once you anchor the reprocessing array, it immediately give you 75.3% / 78.1% yield ? no matter what skills level you have ?
Barton Breau
University of Caille
Gallente Federation
#711 - 2014-03-21 06:56:28 UTC
Rain6637 wrote:
it's ok. people expect starting locations in expansive games will suck.


And you are quite sure we want to be more like other expansive games and join the trend in expansive games of gradually loosing players over time?

ergherhdfgh
Imperial Academy
Amarr Empire
#712 - 2014-03-21 07:03:47 UTC
Steve Ronuken wrote:
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)


I understand all isk comes from the server at some point I'm talking on a transaction by transaction basis. If every transaction that got a player isk came from the server then every transaction in which you spent isk would have to go back to the server. Eve is billed as a player based economy. For that to happen with minimal mudflation you have to maximize the number of income streams that derive from players selling to players and minimize the number of transactions that are a result of the server putting isk into your wallet.

An example would be when wormholes were introduced blue loot was created that if you scooped it up and got it to high sec could be sold to an NPC vendor for isk. This is essentially server generated isk but it's not direct payment like bounties are. The blue loot could be left behind or lost or stolen. Also at the same time sleeper salvage was introduced as well as T3 production and reverse engineering. This was a major income stream that involved selling T3 ships and materials to players for isk. I see that expansion as a decent balance

Fast forward to incursions where it was tons bounty payments which were server generated isk deposited strait into your wallet. absolutely no loot and with no loot almost none of the ships got salvaged. I can't recall for sure but in the beginning I don't recall any LP payouts I think that was added later but I'm stretching my memory there. That was followed by drone poo being removed and replaced by bounty payouts. Both of those I consider examples of a poor balance of server created isk to isk made from selling goods to other players.

Keep in mind that any kind of money has no inherent value. The value of money comes from it's transfer in exchange for something of value. You don't measure an economy by how much money it has but by how much that money is moved around. Yes if in real life you print dollars at a higher rate proportionately or generate more server isk in game then prices will go up but if income streams go up as well then then end result measured in purchasing power of an hour of labor remains unchanged.

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

Rivr Luzade
Coreli Corporation
Pandemic Legion
#713 - 2014-03-21 07:09:26 UTC
Barton Breau wrote:
Rain6637 wrote:
it's ok. people expect starting locations in expansive games will suck.


And you are quite sure we want to be more like other expansive games and join the trend in expansive games of gradually loosing players over time?



CCP apparently is. More mainstream is so much fun.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

ergherhdfgh
Imperial Academy
Amarr Empire
#714 - 2014-03-21 07:19:59 UTC
Krom Thomson wrote:


you keep forgetting one small thing and that indys are mostly treated as second class in null cpp can't fix null only null can fix null by giving up this stupid anti new players and anti indy lifestyle


You are most certainly correct and while I did not miss that point I did drift off from it. CCP may not be able to fix that mind set but they do control all of the rules of the game and have the ability to incentivise or deincentivise various activities.

I am of the viewpoint that in recent years CCP has increasingly push one type of game play which is the one that gets them out of game headlines and that style is large scale null sec battles that can be translated into insane amounts of real life dollars wasted. Because a thousand smaller scale battles won't get them free advertising.

I've argued here and elsewhere that a better more engaging game play might come from many more smaller engagements. People are smart and if you make the most profitable thing to do in space to attract people to your space this game of spreadsheets we have here will rapidly adjust to strategies that take advantage of that.

If CCP sets a goal of making null sec space more valuable and it achieves that goal then it will make null sec more valuable. That does not mean more people will come to null. If anything it will mean those in null will want to share with as few people as possible. So it will encourage the kind of game play we have now which can be summed up as PEW PEW PEW GTFO of my space or I'll shoot.

However if CCP sets a goal to attract as many people to null as possible and they achieve that goal then null will have a lot of people which means a lot of small scale tussles that lead to a **** ton of little cheap ships getting blown up and lots of PvP fun but no headlines.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#715 - 2014-03-21 07:32:22 UTC
Querns wrote:
Newbies in Eve aren't some sort of slave labor, to be put to what ever task is most convenient for older players. They want the same thing you do -- to maximize their isk/hr so they spend less time making money and more time doing the fun stuff in this game; to wit: PvP.


Not everyone considers PvP fun. I'm not sure why you PvP types keep assuming that to be the case.

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

Aleq Alexandrea
The Scope
Gallente Federation
#716 - 2014-03-21 07:44:15 UTC
i dont even get why people who has never been constructed something in this game making comments here.

It sounds fun to you? Couse more poeple will head to low and null sec. More free kills for ur boards to increase ur efficiency?

Let me tell what will happen;

This sounds like people will need to be more socialized to get more profit from ore reprocessing and manufacturing. U think that ore&and mineral prices will be balanced again after sometime? This will not happen.

This will sounds like it couse:

- ore prices will rise
- people (A) mine it sell it at a hub
- people (B) buy it move it to null
- people (C) refine it
- people (D) move it back to the highsec
- people (A) buy it back and manufacture crap out of it

looks social right?

- people (A) will not be able to sell ore in hubs as much as before. Cosue no one will dare to buy ore in high sec if they are able to mine it where they refine.
- people (B) will get killed while moving ore to null and after sometime when they loose like 10bil, they will quit the game for sight.
- people (C)? who the hell are they? The big guys in ur corp who has been playing this game like years with dozen alt characters?
- people (D) would be the experianced players who will greately increase the mineral prices.
- people (A) will not maniacture anything couse the cost/profit margin will greately reduce becouse of some rich and experianced players who can obtain %4 implant (wich will cost bilions after sometime) can refine the ore and manufacture for cheaper cost will greately reduce module and ship prices. couse they can still make profit from it.

good news for pvp'ers. as always u forget that the modules ships that you are fighing in made by that freaking industrial people.

newbee industrials? there will be no more of them. to be able to have an efficient profit from construction u have to play this game like 6 months to achieve some skills and structures like POS'es.

oh i forget that POS usage has a greate security leaks just becouse of that only corp owners and directors be able to use them. Who are reserved all of the arrays for themselves and u have to wait for weeks juts for some copies.... Social isnt it?

i wonder why CCP came-up with this "greate" (!) idea after 10 years? wasnt that hard to grind missions already to get the perfect refining amount?. I hate people who deosnt play the game came up with theorical ideas which will ruin this game...
Arthur Aihaken
CODE.d
#717 - 2014-03-21 07:49:37 UTC
I'm just glad I don't rely on mining or missioning every month.

I am currently away, traveling through time and will be returning last week.

Alyxportur
From Our Cold Dead Hands
ORPHANS OF EVE
#718 - 2014-03-21 07:54:06 UTC
Will heavy water still play a role in compression for the Rorqual and/or be needed for the POS compression array? On the one hand, it sounds like you're moving away from that function of the Rorqual by eliminating the compression BPOs, but won't that make the Industrial Core obsolete without a heavy water consumption?
Himnos Altar
An Errant Venture
#719 - 2014-03-21 07:56:30 UTC
My industry boner is so big right now.

Thank you CCP for making Wspace industry a bit easier.
ergherhdfgh
Imperial Academy
Amarr Empire
#720 - 2014-03-21 08:08:42 UTC
Querns wrote:

Gee, this slope looks awfully slippery. I don't know if we should.

It seems to me you may not know what a slippery slope is. You might want to wikipedia it .

I'm not jumping to any ridiculous conclusions here I'm speaking of a historical pattern. Taking a historical pattern and stretching forth into the future and drawing conclusions from that is more like predictive modeling.

A slippery slope argument would be taking a fact totally out of any historical context and making a leap into territory not supported by any fact of the current state or historical correlation.

I clearly pointed out the facts indicating a close and friendly relationship that Mittens and CCP have with each other.

I also gave one example of the many that exist of when in the past this type of relationship has lead to favoritism which lead to out and out cheating

I then drew the conclusion that this indicates a high probability that these things will lead to the goons having an unjust amount of influence with the Devs on game mechanics.

What I left out was that Mittens is reported to be a retired lawyer making a 6 figure income from his website that get's it's traffic from his Eve fame. This fact ties Mittens and CCP together in a co-dependent business relationship.

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