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High sec Mission runners just got completely screwed by CCP

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Author
Preceptor Stigmartyr
Deep Core Mining Inc.
Caldari State
#161 - 2014-03-21 07:06:28 UTC
Arthur Aihaken wrote:
baltec1 wrote:
Well ****, looks like CCP is on the path to fixing Null industryBig smile

Excellent. When can we expect the Goon departure from high-sec? You have your null sandbox to sh*t all over, so kindly stop f**king around in ours...

No, I think we'll have our cake and eat it too.

**4/19 **NEVER FORGET ಠ_ಠ

Benny Ohu
Royal Amarr Institute
Amarr Empire
#162 - 2014-03-21 07:08:13 UTC
Dinsdale Pirannha wrote:
Jake Warbird wrote:
This thread got interesting at first, now it's just gonna be a political cesspool I guess.


Typical tactics. Null sec cartel propagandists want the thread closed, so they hotdrop their thread derailers.
ISD locking thread in 3....2....1.

JENN ASIDE CREW REPRESENT PEACE OUT DUDES
Tippia
Sunshine and Lollipops
#163 - 2014-03-21 07:21:34 UTC
Preceptor Stigmartyr wrote:
Arthur Aihaken wrote:
baltec1 wrote:
Well ****, looks like CCP is on the path to fixing Null industryBig smile

Excellent. When can we expect the Goon departure from high-sec? You have your null sandbox to sh*t all over, so kindly stop f**king around in ours...

No, I think we'll have our cake and eat it too.

After all, you can't eat a cake you don't have… P
Hasikan Miallok
Republic University
Minmatar Republic
#164 - 2014-03-21 07:37:05 UTC
Kyperion wrote:
[quote=Kyperion]

Maybe reduce the extra high slots by 1 or 2, and then add something like "Ammunition Reprocessor module" where you could take salvage/loot and directly churn it into ammunition, dunno what the paladin would do though.


The paladin could burn it all in a big steam punk furnace that drives a wibbly wobbly thing to recharge its Cap of course :D
Ella Echerie
The Scope
Gallente Federation
#165 - 2014-03-21 07:43:28 UTC
"High sec Mission runners just got completely screwed by CCP"


No they didn't. You are just having a kneejerk panic attack over a very slight nerf.

This change is good for the whole game, including High Sec. 100% reprocessing was quite broken.
Salvos Rhoska
#166 - 2014-03-21 07:46:41 UTC  |  Edited by: Salvos Rhoska
I dont understand reducing the efficiency of non-ore/ice refinement, and then hardcapping it at an efficiency below that of ice/ore.

It is correct that a mission/plex/ratter is better off blitzing and completing more missions/plexs/rats rather than wasting time on collecting low value loot that a) has little market value for function b) has little market value for refinement.

But this is not an argument for the change. It just evidences that it was crap to begin with, and will be even more crap after this change. Thiis change just makes that part of mission/plex/ratting even more unprofitable.

Result? This stuff will just be left on wrecks and never make it to market, either as is for their fitting function or refinement, nor as minerals refined by the player themselves. Meaning less minerals to market, and less modules.

Essentially amounts to making an unprofitable element, even less profitable.
Nor does it incentivise player skilling into non-ore/ice refinement, because the efficiency is lower, and owing to the change, very little of the "trash" modules will ever be brought off the wrecks and to market.

I did not need nerfing. It was nerfed and crap to begin with. What is the justification for doing so?
Vaerah Vahrokha
Vahrokh Consulting
#167 - 2014-03-21 08:04:43 UTC
Marsha Mallow wrote:

What is the casual carebear doing other than hoovering up resources and ISK other players might use to fund warfare, in a war game.


They are "just" funding a good portion of the game. Little details like this matter too.


Marsha Mallow wrote:

Auditors, accountants and stock brokers are equally vile. Actually, we all are when we participate in an exploitative loop. Hence Engel's remarks , which you should really start paying attention to when you simultaneously prance about how much money you are making via rl trading vs your 'charitable endeavours'.
"placing yourselves before the world as mighty benefactors of humanity when you give back to the plundered victims the hundredth part of what belongs to them"
Blink


There's no explitative loop. It's called "market" and like it or not they exist even in communist areas because it's a man's foundation to relate with the others and trade.

Also, in case this was not evident enough, EvE is a cold, harsh, hyper capitalism universe simulation so Engel may safely stay under 3 feet of soil, nobody is going to miss him. Not even the Chinese.
Vaerah Vahrokha
Vahrokh Consulting
#168 - 2014-03-21 08:10:02 UTC
Salvos Rhoska wrote:
I dont understand reducing the efficiency of non-ore/ice refinement, and then hardcapping it at an efficiency below that of ice/ore.

It is correct that a mission/plex/ratter is better off blitzing and completing more missions/plexs/rats rather than wasting time on collecting low value loot that a) has little market value for function b) has little market value for refinement.

But this is not an argument for the change. It just evidences that it was crap to begin with, and will be even more crap after this change. Thiis change just makes that part of mission/plex/ratting even more unprofitable.

Result? This stuff will just be left on wrecks and never make it to market, either as is for their fitting function or refinement, nor as minerals refined by the player themselves. Meaning less minerals to market, and less modules.

Essentially amounts to making an unprofitable element, even less profitable.
Nor does it incentivise player skilling into non-ore/ice refinement, because the efficiency is lower, and owing to the change, very little of the "trash" modules will ever be brought off the wrecks and to market.

I did not need nerfing. It was nerfed and crap to begin with. What is the justification for doing so?


I don't play missions nor I care at all about modules.

However I have to notice how EvE now stands out as THE MMO (and RPG game in general) where when you find loot you go "oh noes, worthless junk" instead of clicking a loot button with expectation of some nice surprise.
That's imo is quite dumb, MMO gaming design speaking.
Salvos Rhoska
#169 - 2014-03-21 08:17:37 UTC
Vaerah Vahrokha wrote:
I don't play missions nor I care at all about modules.

However I have to notice how EvE now stands out as THE MMO (and RPG game in general) where when you find loot you go "oh noes, worthless junk" instead of clicking a loot button with expectation of some nice surprise.
That's imo is quite dumb, MMO gaming design speaking.


Depending on how much time you have and what sites you are running, it can be worth it to look through the wrecks for high-value loot. But these are generally mostly modules which have a useful function, and are sold for fitting, rather than based on their reprocessing value (with a few exceptions).

However as a result of this change, the reprocessing value of "trash" modules takes a direct nosedive, meaning less of the will be brought to market for reprocessing, and those which are, are less profitable than now.

Basically makes an already rather worthless and unprofitable activity, even less profitable and worthwhile, and for reasons that nobody has been able to explain or justify atleast to my satisfaction or understanding.
Tauranon
Weeesearch
CAStabouts
#170 - 2014-03-21 08:19:32 UTC  |  Edited by: Tauranon
Salvos Rhoska wrote:
I dont understand reducing the efficiency of non-ore/ice refinement, and then hardcapping it at an efficiency below that of ice/ore.

It is correct that a mission/plex/ratter is better off blitzing and completing more missions/plexs/rats rather than wasting time on collecting low value loot that a) has little market value for function b) has little market value for refinement.

But this is not an argument for the change. It just evidences that it was crap to begin with, and will be even more crap after this change. Thiis change just makes that part of mission/plex/ratting even more unprofitable.

Result? This stuff will just be left on wrecks and never make it to market, either as is for their fitting function or refinement, nor as minerals refined by the player themselves. Meaning less minerals to market, and less modules.

Essentially amounts to making an unprofitable element, even less profitable.
Nor does it incentivise player skilling into non-ore/ice refinement, because the efficiency is lower, and owing to the change, very little of the "trash" modules will ever be brought off the wrecks and to market.

I did not need nerfing. It was nerfed and crap to begin with. What is the justification for doing so?


The point is that the entire setup favors all goods travelling through jita as is, since minerals needed to be collected together to be compressed. This also seriously hammers mining in nullsec, because most compression is done with 425mms, which have the whole basket, which means that nullsec mins were being shipped to highsec where I'd buy them and ship them back if I wanted to build something here. The only mins available here is usually the normal excess you'd expect from people importing the railgun basket, and all miners here export to jita.

I'd also soon as possible prefer that extra mats got taken off blueprints, because they badly scale material research on BPOs.

CCP needed to make all of these changes together. Later they can choose to retune the number of drops in missions if they feel its warranted, but I bet that long term it isn't at all required, because its a portion of a portion of the income (ie meta 4s probably outweigh reproc in most peoples loot piles).
Tauranon
Weeesearch
CAStabouts
#171 - 2014-03-21 08:26:05 UTC  |  Edited by: Tauranon
Vaerah Vahrokha wrote:


I don't play missions nor I care at all about modules.

However I have to notice how EvE now stands out as THE MMO (and RPG game in general) where when you find loot you go "oh noes, worthless junk" instead of clicking a loot button with expectation of some nice surprise.
That's imo is quite dumb, MMO gaming design speaking.


3 weeks after an expansion, all world drops are common on the WoW market, and 6 months after an expansion, all blue world drops are being sharded, epics are hard to sell and greens are being vendored, and nobody needs the blues dropping in dungeons either- which is why they have to reset the whole game.

I have meta 4 eccms, webs, painters, sebos and other stuff I use routinely (10 years after they were put in game, they all retain some value as drops).

Also I routinely loot from entties like dewak humphries and the station at the end of the maze, and those things retain useful value many, many years after their introduction to the game. (ie dewak averages about 200m isk including his box, and I use his b-type stuff on one fit too, and still want 1 more thing off his loot table too). Those weird people that pilot shield supers buy the x-type stuff from the maze.
Salvos Rhoska
#172 - 2014-03-21 08:28:54 UTC  |  Edited by: Salvos Rhoska
Tauranon wrote:
---


The higher efficiency on ice/ore, coupled with the compression improvement, multiplied by the naturalisation of the units of ore required for refinement (ie: generally smaller unit requirements), already in and of themselves make transporting compressed ore for refinement on POS better than 425mmproduction/reprocessing.

Furthermore if there where specific modules that where outputting too much minerals, then those are the modules which need adjusting, not a blanket and blind nerf to the mineral value of ALL modules in the entire game (as a function of a lower and hardcapped refinement efficiency).

Every single non-ice/ore refinable item in the game takes a nerf to its value, from a purely mineral value perspective, from this change.

I understand your point, but it is not relevant to the one I am making. I believe you are not missing my point deliberately, but there seems to be something here than I am not successfully communicating to you.

I understand the "problem" presented by the workaround solution for transporting minerals in the form of modules.
The changes to ice/ore efficiency at POS, the compression changes, the naturalisation of unit quantity for refinement, all already correct for this and allow the direct transportation of large amounts of ore across secs with the added incentive that you get an even better refinement yield for them at your own station, than you do at high-sec NPC stations.

All of these are fine and necessary changes to fix various inconsistencies.

BUT.

Do you understand that this net nerfs the mineral (and hence market value) of all non-ice/ore refinables in the entire game?
Do you understand that this means there is even less profit and incentive in bringing "trash" modules to market?

The nerfing of non-ice/ore refinement efficiency to a level significantly BELOW that of ice/ore refinement, affects the entire module market, and is not a necessary change to enable the free flow of ore/minerals as was already corrected for by the specific ore/ice/compression/refinement changes.

This is a superfluous change, the pragmatic result of which is that all module mineral value is nerfed across the board, and directly de-incentivises bringing in "trash" modules which have no reasonable function for fitting (and hence value) for their mineral value, because that too has now dropped.
Barton Breau
University of Caille
Gallente Federation
#173 - 2014-03-21 08:32:26 UTC
Tauranon wrote:


The point is that the entire setup favors all goods travelling through jita as is, since minerals needed to be collected together to be compressed. This also seriously hammers mining in nullsec, because most compression is done with 425mms, which have the whole basket, which means that nullsec mins were being shipped to highsec where I'd buy them and ship them back if I wanted to build something here. The only mins available here is usually the normal excess you'd expect from people importing the railgun basket, and all miners here export to jita.

I'd also soon as possible prefer that extra mats got taken off blueprints, because they badly scale material research on BPOs.

CCP needed to make all of these changes together. Later they can choose to retune the number of drops in missions if they feel its warranted, but I bet that long term it isn't at all required, because its a portion of a portion of the income (ie meta 4s probably outweigh reproc in most peoples loot piles).


It seems to me that most of what you are writing about would have been fixed by giving POS/null refineries the same rate as in high, without killing off mineral compression and mission loot.

Or not?

Tauranon
Weeesearch
CAStabouts
#174 - 2014-03-21 08:41:28 UTC
Barton Breau wrote:
Tauranon wrote:


The point is that the entire setup favors all goods travelling through jita as is, since minerals needed to be collected together to be compressed. This also seriously hammers mining in nullsec, because most compression is done with 425mms, which have the whole basket, which means that nullsec mins were being shipped to highsec where I'd buy them and ship them back if I wanted to build something here. The only mins available here is usually the normal excess you'd expect from people importing the railgun basket, and all miners here export to jita.

I'd also soon as possible prefer that extra mats got taken off blueprints, because they badly scale material research on BPOs.

CCP needed to make all of these changes together. Later they can choose to retune the number of drops in missions if they feel its warranted, but I bet that long term it isn't at all required, because its a portion of a portion of the income (ie meta 4s probably outweigh reproc in most peoples loot piles).


It seems to me that most of what you are writing about would have been fixed by giving POS/null refineries the same rate as in high, without killing off mineral compression and mission loot.

Or not?



its not killed. If I looted a railgun worth 1m, it will be worth 800k (or whatever) still, and the price will likely drift up a little bit anyway. Salvage is still salvage, and meta4s are still meta4s, LP is still LP and bounties are still bounty, and importantly for looters, tags are still tags (tag looting was always the most lucrative looting strategy - the missions I looted always were tag missions).
Saya Ishikari
Ishukone-Raata Technological Research Institute
Ishuk-Raata Enforcement Directive
#175 - 2014-03-21 08:45:49 UTC
You know... This really is only a small hit, by comparison. And if it makes somebody elses niche a bit more viable, I'm fine with that. Roll with it, says I.

"At the end of it all, we have only what we've left in our wake to be remembered by." -Kyoko Ishikari, YC 95 - YC 117

Barton Breau
University of Caille
Gallente Federation
#176 - 2014-03-21 08:49:30 UTC
Tauranon wrote:


its not killed. If I looted a railgun worth 1m, it will be worth 800k (or whatever) still, and the price will likely drift up a little bit anyway. Salvage is still salvage, and meta4s are still meta4s, LP is still LP and bounties are still bounty, and importantly for looters, tags are still tags (tag looting was always the most lucrative looting strategy - the missions I looted always were tag missions).


I doubt it, there are not many sought after modules that have their worth without mineral value taken into account.
So your gun will now be 550k , not 1m, if you are blitzing or fw it will not change much, but low mission runners will loose a big chunk of money.
And mineral compression still gone.
Salvos Rhoska
#177 - 2014-03-21 08:57:05 UTC
Saya Ishikari wrote:
You know... This really is only a small hit, by comparison.


Its an unnecessary one with no direct feasible benefit.

The "problem" of people sidestepping mineral shipping difficulties across secs by moving masses of certain specific modules with skewed mineral refinement output is already fixed by the changes specific to ore/ice refinement efficiency at POS and the compression.

The additional change to non-ore/ice refinement efficiency is quantitatively too deep, and seems to not recognise that not only does it further de-incentivise people bringing trash loot from wrecks to market, it also reduces the mineral value of every single non-ice/ore refinable item in the game, hence devaluing them. As a result of this, it makes skilling into non-ice/ore refinement efficiency a dead profession because a) nobody will be bringing trash modules to market for you to refine and profit off of with a small margin b) you are better off skilling and then buying/refining ore/ice.

Its a "bad" change, with far greater negative impacts than may be immediately apparent, and which is unneccessary to fix the "425mm" shipping issue as that is already corrected by the ice/ore/compression efficiency changes themselves.
Salvos Rhoska
#178 - 2014-03-21 09:04:11 UTC
@ Malcanis: This is not the time or place for hyperbolic and misplaced sarcasm, though I know you love that.

This kind of aggressive posting just lends itself to the impression that you have a vested interest in destroying discussion on this topic, or that you are having a bad day and looking to vent on someone. Both of which I would hope are not the case.
Tauranon
Weeesearch
CAStabouts
#179 - 2014-03-21 09:05:20 UTC
Barton Breau wrote:
Tauranon wrote:


its not killed. If I looted a railgun worth 1m, it will be worth 800k (or whatever) still, and the price will likely drift up a little bit anyway. Salvage is still salvage, and meta4s are still meta4s, LP is still LP and bounties are still bounty, and importantly for looters, tags are still tags (tag looting was always the most lucrative looting strategy - the missions I looted always were tag missions).


I doubt it, there are not many sought after modules that have their worth without mineral value taken into account.
So your gun will now be 550k , not 1m, if you are blitzing or fw it will not change much, but low mission runners will loose a big chunk of money.
And mineral compression still gone.


There is no way a module will halve when you remove a demand component that is entirely irrelevant to its price. ie the module price would have to have an outlook where it occasionally swings to mineral price for that to change its average price - ie this might affect meta3 modules that sell for 5-10% above mineral and swing to mineral, but its not going to affect any of the midslot modules that sell for 1m that have 20k of minerals in them.

Any reduction of looting is however going to positively swing those modules for people that do still loot.

Mineral compression is not gone either, its just lossy.



Barton Breau
University of Caille
Gallente Federation
#180 - 2014-03-21 09:14:09 UTC  |  Edited by: Barton Breau
Tauranon wrote:


There is no way a module will halve when you remove a demand component that is entirely irrelevant to its price. ie the module price would have to have an outlook where it occasionally swings to mineral price for that to change its average price - ie this might affect meta3 modules that sell for 5-10% above mineral and swing to mineral, but its not going to affect any of the midslot modules that sell for 1m that have 20k of minerals in them.

Any reduction of looting is however going to positively swing those modules for people that do still loot.

Mineral compression is not gone either, its just lossy.





We will see, as i said i doubt it.

However you are still shy of answering my question whether this may not be fixed more gently with good pos and nullsec refining, or do you think "Well, it will not destroy it completely" is a answer?

Because all we have established is that the nerf may not be 45%, but just 10-20% which i no way explains why it was needed.

EDIT: and by "not gone, just lossy" can be applied to null industry, "not impossible, just harder", doublestandards much? :)