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High sec Mission runners just got completely screwed by CCP

First post First post
Author
Mario Putzo
#401 - 2014-03-22 02:06:00 UTC  |  Edited by: Mario Putzo
Lucas Kell wrote:

Salvos Rhoska wrote:
It is irrational to claim that the base mineral value of all non-ice/ore items in the entire game is NOT reduced by the change, when the change explicitly and absolutely reduces the base mineral yield from those very same items.
So there goes that argument out the window.
How is it? The base REPROCESS value will be different, sure. But since most items aren't at all based on that value, it will have no real effect on the market. All manufactured items will still be measured by their manufacture input for example, and the others will be based on demand. So no, I'd avoid the use of the word "All" there and I'd probably avoid words like "most" or "many" too.


Its a roughly 30% reduction to base reprocessing amount. The most you can get at max is 55% of the value of minerals in an item. So yes it will affect ALL items that can be reprocessed.

It is a direct nerf to reprocessing. I suggest you go read the dev blog again.

Lucas Kell wrote:

Salvos Rhoska wrote:
It is also irrational to waste time on bringing trash to market after this change.
So there goes that argument out the window.
Why? You're already bringing all the other loot to the market. Are you really going to sit in space and avoid looting all of the meta 1-3s? No. You'll still bring it in, just that portion of your income will be reduced. And in the lifecycle of a mission, that's a very small subset of income.


Its not hard.

Drop MTU Sort by Value take anything worth your time scoop MTU back to cargo leave the rest. Not sure how intense you think looting is.
Lucas Kell
Solitude Trading
S.N.O.T.
#402 - 2014-03-22 02:08:09 UTC  |  Edited by: Lucas Kell
Mario Putzo wrote:
Lucas Kell wrote:

Salvos Rhoska wrote:
It is irrational to claim that the base mineral value of all non-ice/ore items in the entire game is NOT reduced by the change, when the change explicitly and absolutely reduces the base mineral yield from those very same items.
So there goes that argument out the window.
How is it? The base REPROCESS value will be different, sure. But since most items aren't at all based on that value, it will have no real effect on the market. All manufactured items will still be measured by their manufacture input for example, and the others will be based on demand. So no, I'd avoid the use of the word "All" there and I'd probably avoid words like "most" or "many" too.


Its a roughly 30% reduction to base reprocessing amount. The most you can get at max is 55% of the value of minerals in an item. So yes it will affect ALL items that can be reprocessed.

It is a direct nerf to reprocessing. I suggest you go read the dev blog again.
Right. And since when is the market for ALL ITEMS based on their reprocess value?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Mario Putzo
#403 - 2014-03-22 02:11:20 UTC
Lucas Kell wrote:
Mario Putzo wrote:
Lucas Kell wrote:

Salvos Rhoska wrote:
It is irrational to claim that the base mineral value of all non-ice/ore items in the entire game is NOT reduced by the change, when the change explicitly and absolutely reduces the base mineral yield from those very same items.
So there goes that argument out the window.
How is it? The base REPROCESS value will be different, sure. But since most items aren't at all based on that value, it will have no real effect on the market. All manufactured items will still be measured by their manufacture input for example, and the others will be based on demand. So no, I'd avoid the use of the word "All" there and I'd probably avoid words like "most" or "many" too.


Its a roughly 30% reduction to base reprocessing amount. The most you can get at max is 55% of the value of minerals in an item. So yes it will affect ALL items that can be reprocessed.

It is a direct nerf to reprocessing. I suggest you go read the dev blog again.
Right. And since when is the market for ALL ITEMS based on their reprocess value?


I didn't say anything about Market value and neither did he, he said mineral value.
Lucas Kell
Solitude Trading
S.N.O.T.
#404 - 2014-03-22 02:15:00 UTC  |  Edited by: Lucas Kell
Mario Putzo wrote:
Lucas Kell wrote:
Mario Putzo wrote:
Lucas Kell wrote:

Salvos Rhoska wrote:
It is irrational to claim that the base mineral value of all non-ice/ore items in the entire game is NOT reduced by the change, when the change explicitly and absolutely reduces the base mineral yield from those very same items.
So there goes that argument out the window.
How is it? The base REPROCESS value will be different, sure. But since most items aren't at all based on that value, it will have no real effect on the market. All manufactured items will still be measured by their manufacture input for example, and the others will be based on demand. So no, I'd avoid the use of the word "All" there and I'd probably avoid words like "most" or "many" too.
Its a roughly 30% reduction to base reprocessing amount. The most you can get at max is 55% of the value of minerals in an item. So yes it will affect ALL items that can be reprocessed.

It is a direct nerf to reprocessing. I suggest you go read the dev blog again.
Right. And since when is the market for ALL ITEMS based on their reprocess value?
I didn't say anything about Market value and neither did he, he said mineral value.
Which means what? What is your complaint? That an item that nobody is ever going to reprocess because it is too valuable to reprocess will produce less minerals when reprocessed?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tippia
Sunshine and Lollipops
#405 - 2014-03-22 02:25:04 UTC  |  Edited by: Tippia
Salvos Rhoska wrote:
You get more minerals from ore refinement. Hence it would be irrational to not choose ore reprocessing.
…which doesn't preclude you from also going for scrap refining, and since more minerals is better than less minerals, that's all the rationale you need to train the skill.

You are trying to make the case that it's rational to want less instead of more.

Quote:
It is not the same amount of work.
Yes it is. You loot to get the good stuff. Separating the wheat from the chaff takes far more effort (and yields less cash) than just clicking “loot all” → apply filter → refine, so with the good stuff, you also get the “bad” stuff, which you want to transform into something that is effortless to put on the market (read: turn into minerals). Again, more minerals is better than less minerals, and more profit is better than less profit, so that's all the rationale you need to get the junk loot as well.

You are trying to make the case that it's rational to make less, for more effort, rather than more for less effort.

Quote:
The reprocessed mineral base value of ALL non-ice/ore refinable items is reduced in the change
…which is something completely different from the base mineral value. Moreover, the reprocessed value is completely irrelevant to the value of produced items since the value there depends on the actual base content, which does not change.

If producing Gizmo A requires 100 units, and it refines into 50 units, will a rational manufacturer or trader then:
A) Price it at a value corresponding to 100 units of trit + manufacturing costs + markup?
2) Price it at a value corresponding to 50 units of trit?
iii) Laugh when you try to claim that it's not worth more than 50 units of trit?
∆) Make huge oodles of cash from people selling it at a loss for less than the value of 100 units of trit?

You are trying to make the case that it's rational to sell stuff at a loss.

Quote:
consider if NO item had a reprocessing value.
It would then still be worth the production cost, as demonstrated by the multitude of items that exhibit this exact property.
Salvos Rhoska
#406 - 2014-03-22 02:44:36 UTC  |  Edited by: Salvos Rhoska
Tippia wrote:
which doesn't preclude you from also going for scrap refining, and since more minerals is better than less minerals, that's all the rationale you need to train the skill.

It would be irrational, as that time is better spent skilling further ore refinement, for again, more minerals owing to the better scaling and higher cap on that (as well as the far more robust market of available ore/ice).

Tippia wrote:
Claiming somehow looting takes less time and effort than not looting HURR .


What. This doesn't even make sense. It takes less time to not loot, than it takes time to loot.
It takes more work to loot, than it takes to not loot. Furthermore some activities are restricted by cargo space.
All of this arbitrary and irrelevant to the concrete fact that the lower the reprocessing value of ALL loot, as is the direct result of the change, the less worthwhile it is to spend time looting at all in the first place. (which then ofc has the chain effect that the market therefore has less trash brought in, which then marginalises reprocessors even further).

Tippia wrote:
Claiming reprocessing value of an item has no bearing on its actual value

There are many items of which the only value is in their reprocessing.

Tippia wrote:
It would then still be worth the production cost, as demonstrated by the multitude of items that exhibit this exact property.

Not to a Reprocessor it wouldnt. Which is exactly the crux of this issue.

This change has no rational reason or justification.

Its well and fine for CCP to lower the efficiency to allow themselves some space for future developments, but the magnitude of the current change is estranged from the realities of the actual profession. The margins are small already as they are now, today. This change eliminates them and essentially kills the Reprocessor as a profession (and additionally makes it an irrational choice compared to skilling ice/ore refining instead).
Lucas Kell
Solitude Trading
S.N.O.T.
#407 - 2014-03-22 02:56:14 UTC
Salvos Rhoska wrote:
What. This doesn't even make sense. It takes less time to not loot, than it takes time to loot.
It takes more work to loot, than it takes to not loot. Furthermore some activities are restricted by cargo space.
All of this arbitrary and irrelevant to the concrete fact that the lower the reprocessing value of ALL loot, as is the direct result of the change, the less worthwhile it is to spend time looting at all in the first place. (which then ofc has the chain effect that the market therefore has less trash brought in, which then marginalises reprocessors even further).

OK so situation 1:
I open a wreck, It has just the loot I want. I click loot all.

Situation 2:
I open a wreck, it has all the loot I want and some junk loot. I click loot all.

How is that any different?

And again, stop talking about the reprocess value f ALL loot, since you shouldn't be reprocessing ALL loot. If you are then these changes are the least of your problems.

Salvos Rhoska wrote:
Not to a Reprocessor it wouldnt. Which is exactly the crux of this issue.
So a reprocessor just mindlessly reprocesses everything in your mind? Even if it's got order for twice it's reprocess value, they only reprocess it?

Salvos Rhoska wrote:
This change has no rational reason or justification.
Wrong. Not only have we explained this, it's on the bloody dev blog.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Salvos Rhoska
#408 - 2014-03-22 03:03:18 UTC
It will kill the reprocessing profession.

And for no real reason at all.
Tippia
Sunshine and Lollipops
#409 - 2014-03-22 03:04:12 UTC
Salvos Rhoska wrote:
It will kill the reprocessing profession.

And for no real reason at all.
Nope and nope, in roughly that order.
Hasikan Miallok
Republic University
Minmatar Republic
#410 - 2014-03-22 03:34:18 UTC
It is worthpointing out that the market price for low meta items is usually what they are worth for reprocessing because there is no good reason to fit low meta items unless nothing else is available.

The exception is the base item (1MN Afterburner I etc) especially in systems near schools because new players do not know any better.

Otherwise the low meta market price is what recylclers are prepared to pay for them.
Lucas Kell
Solitude Trading
S.N.O.T.
#411 - 2014-03-22 03:37:55 UTC
Hasikan Miallok wrote:
It is worthpointing out that the market price for low meta items is usually what they are worth for reprocessing because there is no good reason to fit low meta items unless nothing else is available.

The exception is the base item (1MN Afterburner I etc) especially in systems near schools because new players do not know any better.

Otherwise the low meta market price is what recylclers are prepared to pay for them.
At the moment for meta 1 and 2 and some of meta 3, yes. But they are due to balance out meta items and make them more useful.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Kaarous Aldurald
Black Hydra Consortium.
#412 - 2014-03-22 04:02:05 UTC  |  Edited by: ISD Ezwal
Salvos Rhoska wrote:
It will kill the reprocessing profession.

And for no real reason at all.


*Snip* Please refrain from personal attacks. ISD Ezwal.

Everyone who actually does it for real, with skills worth a damn, will be fine. Oh, and they won't have to cart around compression blueprints anymore.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kyperion
#413 - 2014-03-22 05:02:01 UTC  |  Edited by: ISD Ezwal
The obvious solution (For missioners) here is to cease the dropping of loot in missions and do something to make Salvaging a complex and unique system :-)

*Snip* Please refrain from using profanity. ISD Ezwal.LolTwistedPirateBear
Helicity Boson
Immortalis Inc.
Shadow Cartel
#414 - 2014-03-22 07:33:01 UTC
Vaerah Vahrokha wrote:
Helicity Boson wrote:
I'm going to go out on a limb here and say something people might not expect given my predilection for turning the lives of miners into a wasteland of despair at irregular intervals but...

Good.

This change will result in mining being more profitable, both for the hardcore multiboxing miner and the just-starting-newbie in his Venture.

Mining needs to have a lower break-even threshold of profitability vs. time investment so that mining is not -entirely- relegated to multiboxing madmen and the (far less scrupulous) filth macro miners, and this is a good start.

Now all we need is an interesting minigame or other way to allow actual player interaction with the mining process to discourage afk-multibox-mining over actually playing the game and we're good to go.



As someone having a vast experience in many things all around mining, I can safely say you are missing a link.

The link is, the more you make it profitable, the more the multiboxers will spread and grow a bigger cancer than they already are.

This will - once gain - deepen the "space divide". The guy in a Retriever is going to get all of 2 mining cycles at ice before it's all depleted. It's easy to see this every day even now, imagine once it becomes even more profitable.

This is bad, because having played MMOs since early 2000 I have seen what happens when a "divide" happens.

The game becomes all in the hands of the "Elite" who were established before the big changes and the game worsens a lot for the newcomers till they start trickling down to null. Natural turnover which also affects (in a smaller portion) those established players does the rest and the game slowly fades out.



Annedoctal proof: EvE has become the great game it is without "space divides". Let's change the factors that made EvE great and see what happens.


I did place a remark, at the bottom of my post, about discouraging multiboxers and such, I guess you didn't see that.
Vaerah Vahrokha
Vahrokh Consulting
#415 - 2014-03-22 09:35:29 UTC  |  Edited by: Vaerah Vahrokha
Helicity Boson wrote:
I did place a remark, at the bottom of my post, about discouraging multiboxers and such, I guess you didn't see that.


I see the remarks and they are cool, but things don't happen because you put a remark. They happen with tangible solutions done about it.
In example, they could forbid *warping* (the technology is already here) to 1.0 sec mining fields to Orcas and freighters so that new players are not gang-*aped since their first day in EvE. Similar concept for highest available sec ice fields.

The latter are expecially more sensitive, because a new player can just move 2-3 systems away and find roids, but (valuable) ice fields are on 4h timers and go all dry in 40 minutes. Less with multi-boxers with freighters, 3-4 logistics + maxed orca boosts.
Bedwyr McNobbler
Republic Military School
Minmatar Republic
#416 - 2014-03-22 09:59:13 UTC
Dinsdale Pirannha wrote:
Folks, read the newest dev blog. The goons in the post are gloating in their posts, so you know it is terrible for high sec.
In a few months, mission runners will now have to invest weeks and weeks of training, plus buy a hideously expensive implant, to get the privilege of a 45-50% nerf (correction from the original post, the null sec lackeys were even more vicious than I first thought) to all mission loot refines.


So go mining, either rocks or the market. Even with a 90% nerf to the amount of materials that come from recycling mission drops it is still free ore. Players will still get enough materials to keep themselves ticking over with T1 ammo from loot drops.

Want to build that shiney ship? then you are going to have to mine it yourself because the prices are likely to go up which is a good thing for me :)

Vaerah Vahrokha
Vahrokh Consulting
#417 - 2014-03-22 10:12:05 UTC  |  Edited by: Vaerah Vahrokha
Addition to my reply to Baltec1


On the contrary, a rational approach to game balance (including this expansion) would be totally different.

a) Slowly phase out unnatural, "fake smelling" factors like Concord etc. etc. outside of starter systems and slowly transform EvE into a true sandbox experience. With mechanics to still favor solo / less "hard core" game play in the Empires. Possibly human driven ones (i.e. players based Concord or similar. With "honor points" that reward "Concord players" who honor their job, don't get bribed into "looking away" and so on Pirate).

Since a) is too ambitious for the current CCP and probably for the playerbase (null sec "I am forced to play alts in hi sec" players at FIRST spot):

b) Implement a concept of True Risk vs True Reward. Aka "risk sec". Low sec POSes and NPC / soc null sec backwater systems should not yield the same reprocessing efficiency than riskier places.

c) The danger scale would not be the current one. It would be:

1) WHs (maybe make the kind of star also affect the risk sec). In particular hi sec connected ones, C6 (they require commitment and team play).

2) Non backwater NPC null sec without a station in the nearest 2 jumps. Non backwater low sec.

3) Not backwater Sov null sec systems.

4) Other WHs.

5) Backwater low sec and null sec

6) 0.5 sec systems, at POS

7) Less and less reward for higher sec.

"Reward" would be anoms, missions (ofc PvE stuff only where applicable), roids (pretty well implemented already) and also reprocessing.

A corp dealing with:

- Having to team play a lot and often (that is, no slack allowed).

- Having to deal with the harshest logistics

- Having to deal with complete absence of free intel tools (local chat).

- Having to setup their own cap fleet all in a restricted and unforgiving place.

- Having to live at a POS for their whole life. With all the crap this involves in the day by day routine (yeah I have ugly memories!)


should definitely get the best of everything, including reprocessing / refining.



What CCP are doing right now, instead, reeks of agenda-driven CSM, multi-all-media propaganda and so on, to favor a class of players who are NOT in the riskiest position and should take their spot in the line after more risk-taking players get their benefits first.
Salvos Rhoska
#418 - 2014-03-22 10:39:43 UTC  |  Edited by: Salvos Rhoska
@Baltec1: I just think the efficency drop is too great. I dont have any numbers to back it up, but the price of junk modules is I think one fairly accurate indicator of what kinds of narrow margins reprocessors are currently working within.

I quite possibly, infact probably, am failing to appreciate some current glaring loophole that absolutely needs to be plugged, but I figured the compression changes and higher efficiency in null already in and of themselves corrected atleast the most glaring ones.

But to me, the additional great reduction on non-ice/ore reprocessing efficiency is understated for what it will result in.
Namely a universal reduction in the aftermarket mineral value of all loot and player reprocessables, even less incenrive to bring junk in, and the narrowing of the profit margin of reprocessing from slim to none.

Furthermore, its change to efficiency in all sectors. There is no sector recourse to incresse the efficiency, so the drop in mineral efficiency from reprocessables, affects everyone involved with them throughout all space and every mission/rat/plex runner (regardless of whether they actuallyneven brought thatnstuff in currently, the potential for it is still lost).

It articifically reduces the mineral value of every single existing reprocessable item in the game.

In the long run, this means there is less incentive to reprocess existing items, and instead simply build or buy existing or new ones with minerals garnered feom the higher efficiency ore refinement processes..
Because there is no longer the "sink" of items out of the market by reprocessing, as the margins for profit are narrowed out by the efficency discrepancy, invariably this results in inflation.
baltec1
Bat Country
Pandemic Horde
#419 - 2014-03-22 10:52:18 UTC
Salvos Rhoska wrote:
@Baltec1: I just think the efficency drop is too great. I dont have any numbers to back it up, but the price of junk modules is I think one fairly accurate indicator of what kinds of narrow margins reprocessors are currently working within.

I quite possibly, infact probably, am failing to appreciate some current glaring loophole that absolutely needs to be plugged, but I figured the compression changes and higher efficiency in null already in and of themselves corrected atleast the most glaring ones.

But to me, the additional great reduction on non-ice/ore reprocessing efficiency is understated for what it will result in.
Namely a universal reduction in the aftermarket mineral value of all loot and player reprocessables, even less incenrive to bring junk in, and the narrowing of the profit margin of reprocessing from slim to none.

Furthermore, its change to efficiency in all sectors. There is no sector recourse to incresse the efficiency, so the drop in mineral efficiency from reprocessables, affects everyone involved with them throughout all space and every mission/rat/plex runner (regardless of whether they actuallyneven brought thatnstuff in currently, the potential for it is still lost).

It articifically reduces the mineral value of every single existing reprocessable item in the game.


Refining junk is already the lowest isk earner in missions, this nerf is not going to impact anyone badly because you earn more just blitzing. The people who ship trit around as 425s arnt even going to miss it thanks to the compressing changes.

Its not even 5% of income to mission runners who do loot everything.
Tear Jar
New Order Logistics
CODE.
#420 - 2014-03-22 10:55:19 UTC
Seraph Essael wrote:
To be fair, there's a mission runner in my corp who loots and refines his mission loot... He actually gets more from that per hour that a dedicated miner friend of his...
So yeah, this is a buff to mining and refining not a foot up the mission runners arses.

Link to devblog please... Stupid search function gone kaput on me damn phone...


Mission runners should get more per hour than miners, as mission running is a lot more work than mining.