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Dev Blog: Reprocess all the things!

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Jethrow Toralen
Science and Trade Institute
Caldari State
#1721 - 2014-04-01 12:41:58 UTC
Do we have any official data on where minerals are coming from at the moment in terms of High/Low/Null and Ore/Reproc?

All I have found is a chart apparently constructed from data posted in the forums in 2008:
http://jestertrek.com/eve/blog/2012/mineralcompo-stack.png

If the above chart in any way reflects the mineral supply situation today (Ie. Tri/Pye/Mex/Iso 43/61/60/56% coming from loot) then almost halving the supply of minerals from mission loot is going to have a big impact. It means in the long term more mining and missioning (CCP expects new player growth?) will have to be done to maintain the status quo depending on how much the increased yield in low/null will offset the reduction. Kind of in the dark here, if anyone can point to info on the relative size of the mineral economies of low/null/high that would be useful.

Now maintaining the status quo might not be a good thing. Perhaps CCP is aiming to have a market where catastropic battles such as the recent one will be felt as shocks to the market - that would be good imo, interesting and realistic - because judging by the released data, the last battle barely caused a blip in the market.

So assuming that loot as a source of minerals is significant, and this mineral source is drastically reduced, in the short term the increased demand over supply for minerals will have to be met from existing stocks. After stocks are depleted to a level CCP deems acceptable they could increase the reprocessing rate as they wish.

I am surprised that an increase in mineral costs of the big ships isn't being announced alongside the cut to reprocessing. Instead of placing the responsibility of fixing the glut of minerals in the economy on newer players - limiting their income and reducing their choices of activities in the game (and probably jeopardising their retention), CCP could also increase the mineral cost of the higher end ships.
Harah Noud
Royal Amarr Institute
Amarr Empire
#1722 - 2014-04-01 16:50:00 UTC
Jethrow Toralen wrote:
Do we have any official data on where minerals are coming from at the moment in terms of High/Low/Null and Ore/Reproc?

All I have found is a chart apparently constructed from data posted in the forums in 2008:
http://jestertrek.com/eve/blog/2012/mineralcompo-stack.png

If the above chart in any way reflects the mineral supply situation today (Ie. Tri/Pye/Mex/Iso 43/61/60/56% coming from loot) then almost halving the supply of minerals from mission loot is going to have a big impact. It means in the long term more mining and missioning (CCP expects new player growth?) will have to be done to maintain the status quo depending on how much the increased yield in low/null will offset the reduction. Kind of in the dark here, if anyone can point to info on the relative size of the mineral economies of low/null/high that would be useful.

Now maintaining the status quo might not be a good thing. Perhaps CCP is aiming to have a market where catastropic battles such as the recent one will be felt as shocks to the market - that would be good imo, interesting and realistic - because judging by the released data, the last battle barely caused a blip in the market.

So assuming that loot as a source of minerals is significant, and this mineral source is drastically reduced, in the short term the increased demand over supply for minerals will have to be met from existing stocks. After stocks are depleted to a level CCP deems acceptable they could increase the reprocessing rate as they wish.

I am surprised that an increase in mineral costs of the big ships isn't being announced alongside the cut to reprocessing. Instead of placing the responsibility of fixing the glut of minerals in the economy on newer players - limiting their income and reducing their choices of activities in the game (and probably jeopardising their retention), CCP could also increase the mineral cost of the higher end ships.


These numbers predate two nerfs: the drone region alloy drop and the t1 module drop that was stopped.
However, I believe that modules drops still have 10-20 % of all mined ore/minerals

I believe CCP is embarking on a trend to push null sec and to a lesser degree low-sec dwellers to mine in their region. Like what happened with Ice. Unfortunately, it seems that it did not work. A majority of ice is still being mined in high sec (I don't have numbers, but the price rise of ice point to this conclusion)
I hope that this would not happen to minerals, a rise in their prices would cause a rampant inflation...
LiBraga
State War Academy
Caldari State
#1723 - 2014-04-01 20:51:40 UTC
I'm not sure if it's already been asked (I am not going to read 80+pages).
But now that all Outposts have the same starting base refinery then doesn't that make the Minmitar station near-useless untill upgraded.
It has limited offices and factory slots in comparison to the other stations.

Will it have additional factory slots or offices etc to make up for the boost your giving to the other stations ?

If it moves.... You obviously didn't kill it the first time.

Querns
Science and Trade Institute
Caldari State
#1724 - 2014-04-01 20:52:42 UTC
LiBraga wrote:
I'm not sure if it's already been asked (I am not going to read 80+pages).
But now that all Outposts have the same starting base refinery then doesn't that make the Minmitar station near-useless untill upgraded.
It has limited offices and factory slots in comparison to the other stations.

Will it have additional factory slots or offices etc to make up for the boost your giving to the other stations ?

They already responded to this by upping the base refine on Minmatar ouptosts to 52%, compared to 50% for A/C/G outposts.

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

Alexia Marhx
The Witch's Den
#1725 - 2014-04-01 21:37:15 UTC  |  Edited by: Alexia Marhx
Inspiration wrote:
Alexia Marhx wrote:
CCP new refining charts are nonsense. High sec refining plants should have the best yield. PERIOD


Because?

* It is creates such attractive and engaging game play? ... (sarcasm, for those who do not get that sort of thing)
* They / you live there?
* They / you have vested interests in it being that way?

This is what i got from your post..but maybe you can explain it better yourself.
Please why it is bad for high NOT be the best at refining!


First of all, like I wrote earlier, low sec, and especially null sec, are literally BATTLEFIELDS. High end facilities are very unlikely to be developed in such conditions. Workforce there would be terribly expensive, if any would volunteer. That is why high-tech industries tend to prosper in stable environment. Would you build a computer factory in today’s Syria or Baghdad, or in the US, UK, etc...?

Second, we are not simply talking about POS being slightly better than High sec, but rather giving them a HUGE profit margin.

Third, industrial centers tend to develop closely to each other and to their workforce pool. High sec is supposed to be patrolled by CONCORD and empire police due to its relative population, while low sec is supposed to be scarcely inhabited. Would you open a factory in the middle of a desert, or near important cities with some other industrial centers?

It’s the same here... Low sec and null sec are “cowboys’ playgrounds”. And yes, I spend much more time in High sec, though I make some research in Low sec labs and often mine in WH space... I understand that you live in low/null sec and that you want an advantage on living there.

However, besides being unrealistic, giving such boost to null sec corps will give another edge to veteran players, while, again, hindering the prosperity of new players. I’ve been playing for four months now, and I still consider myself “freshmeat” in null-sec. I know some players active for over a year that won’t venture in null sec for similar reasons! A “green” newbie is about six months to a year from being null-sec worthy (unless buying many expensive ships and stuff using real life money to buy PLEXes and so on). So, does gameplay really need to boost again low sec and null sec? Don’t think so...

I however know that some predatory fleets comb through low/null sec looking for easy prays, and that such players need newbies and/or characters that are not combat trained and/or cargo ships to be forced into low/null sec... My best guess is that CCP listened to their complaints and wants to feed them new targets... After all, a “dishonorable player”, like they call them, usually has some alts, while newbies mostly have a single character or only has a second character on the same account like I do. Five accounts players brings in more money to CCP than newbies...

A more realistic way to make low sec more appealing is to lower ores amounts and variety in high sec... Hedbergite or Hemorphite mining anomalies in 0.8 or 0.9 is another nonsense to me for the same reason.
Weaselior
GoonWaffe
Goonswarm Federation
#1726 - 2014-04-01 22:27:33 UTC
Alexia Marhx wrote:

First of all, like I wrote earlier, low sec, and especially null sec, are literally BATTLEFIELDS. High end facilities are very unlikely to be developed in such conditions. Workforce there would be terribly expensive, if any would volunteer. That is why high-tech industries tend to prosper in stable environment. Would you build a computer factory in today’s Syria or Baghdad, or in the US, UK, etc...?

who cares

literally why should anyone balance a game around your idea of what is ~realistic~ in a spaceship game featuring faster than light travel and spaceflight that more resembles submarine warfare than actual space travel

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

Inspiration
#1727 - 2014-04-01 22:30:04 UTC  |  Edited by: Inspiration
Alexia Marhx wrote:
First of all, like I wrote earlier, low sec, and especially null sec, are literally BATTLEFIELDS. High end facilities are very unlikely to be developed in such conditions. Workforce there would be terribly expensive, if any would volunteer. That is why high-tech industries tend to prosper in stable environment. Would you build a computer factory in today’s Syria or Baghdad, or in the US, UK, etc...?


Refining is hardly as high tech compared to say chip/computer production. It resides is at the bottom of the industrial chain and is far better compared to say, pumping up and pressurizing gas, or oil refineries. Pretty dangerous to do close to population at a large scale. Scale does brings efficiency, and how better to represent that by a higher yield?

That said, you want refining placed where you can have a base supply or as an alternative a port or something that connects to the buyers. There are plenty of refineries in not too stable regions/countries. Middle east anyone?

Here is a list: http://en.wikipedia.org/wiki/List_of_oil_refineries

Where I live there are one of the largest refineries in Europe, and rest assured the industry is placed on the other side of the river, away from the population, but with good access. It would be stupid to build living space nearby it, a simple leak or a fire would be a disaster!

Lets talk other resources, like solid minerals...more comparable to EVE ores. During mining, most the mass is useless rock, some metals for example are measured in grams per KG! In extreme cases this forces processing close to the far-away mining site. Not only does the mineral containing rock need otherwise expensive transportation, it also poses a huge waste and pollution problem . It such cases it is easier to bring high-density fuels and electricity to the mining site and at least pre-process then to ship the raw ore..

At a higher level industrial development goes like this:

First easy accessible resources are taken, meaning not far out and in stable (or new) environments. As more and more of it is used up, it gets harder and harder and more expensive to acquire. You see this in RL with oil, which more and more we get from deep sea operations, where before a simple hole in the ground was all that it took.

Over time more resources must come from unstable and/or dangerous environments where none had looked before, all enabled by higher prices. There comes a stage where few places have an obvious advantage in either having a good supply or just being the only ones left.

Now we enter conflict areas, inherently unstable but for the right price, industry will come there! Many resources our modern technological society is based on comes from such places of the world. Conflicts are started, or kept going just to keep access. It is rare that facilities are destroyed as that is exactly what an opposing force want to get control over.

I certainly wouldn't cal the middle east, Libya, Congo or Afghanistan stable places, to name just a few.

This might be of interest to read: http://web.mit.edu/12.000/www/m2016/finalwebsite/solutions/mining.html

I am serious!

Harah Noud
Royal Amarr Institute
Amarr Empire
#1728 - 2014-04-01 22:44:30 UTC
Weaselior wrote:
Alexia Marhx wrote:

First of all, like I wrote earlier, low sec, and especially null sec, are literally BATTLEFIELDS. High end facilities are very unlikely to be developed in such conditions. Workforce there would be terribly expensive, if any would volunteer. That is why high-tech industries tend to prosper in stable environment. Would you build a computer factory in today’s Syria or Baghdad, or in the US, UK, etc...?

who cares

literally why should anyone balance a game around your idea of what is ~realistic~ in a spaceship game featuring faster than light travel and spaceflight that more resembles submarine warfare than actual space travel



indeed

I don't think RL analogies are a good way to argue for or against a change in EVE. I would focus more on what CCP philosophy behind the change and what u think would be better for the player base. (if not all of the players, than a large majority)

now whether refineries are present in the middle east and what say you, i am all for that debate but it won't help CCP make a better decision about this issue

just my 2 cents....
Inspiration
#1729 - 2014-04-01 22:57:10 UTC
Alexia Marhx wrote:
Second, we are not simply talking about POS being slightly better than High sec, but rather giving them a HUGE profit margin.


I assume you are referring to outposts and not your typical POS that you can anchor in high sec too. The difference of the high sec POS refining and max skilled NPC mining is so small, it will not make that much of a difference in the end.

This leaves us with outposts, which are in a sense the player equivalent of achieving control and with it stability. It can only be contested if they are loosing a larger war. Outposts are also new tech compared to the classic NPC stations. It is not unreasonable to expect good yields there.

Is this a problem? I think you and a few others are overreacting after looking at the numerical difference in yield. It is there, but it just one in a longer list of parameters that determines if it can be exploited and by how much.

One is of a logistical nature. To truly exploit it, you have to bring the ore in there first and then either do something with it at that location, or ship the bulkier minerals to another location for sale or production. Production capacity at an outpost is not enormous and even if they quadruple it, it still is not sufficient to affect high sec markets in that way.

Null 'industry' is short of large volumes of titanium and thus it has to be flown in as compressed veldspar from high sec. These minerals will not go back to high sec after refinement with that high yield. Most likely it goes to ship construction which then get blown up in null itself.

High end minerals are another matter, null is rich of those and after refinement at the excellent yield they can easily brought to high sec in the same ships that bring in compressed veldspar. High sec lacks such ores and thus the minerals in it. This means there is no competition there. High sec would on its own never have sufficient access to them and null doesn't use it all up them-self. It is more valuable to bring it to high sec market then to sit on it!

So far none has been disadvantaged, do you agree?

Some panic that low sec capital ship manufacturers will be hit and that this form of production will in the future exclusively come from null. Or so they present their case anyway. There will be locations where this indeed happens, but not most. Production in null near prime located outposts will be limited and a lot of industry will simply use the same refine rates, available to the low sec producer too.

Building capitals takes a lot of time and to scale it up, you need a lot of space. This is harder to deal with in null then in low sec where almost every high sec adjacent low sec system has stations with plenty of production capacity for a well sized capital manufacturer.

As I look at it this way, some low-sec manufacturers will have to maybe move if situation too close to competition, but for the most part they will do just fine and have an easier time dealing with the logistics thanks to compressed low end ores.

I am serious!

Inspiration
#1730 - 2014-04-01 23:07:55 UTC  |  Edited by: Inspiration
Harah Noud wrote:
now whether refineries are present in the middle east and what say you, i am all for that debate but it won't help CCP make a better decision about this issue

just my 2 cents....


Everyone can have his 2cents :)

I for one like some immersion trough believably.

It is good to learn about processes while playing. How many get to deal with typical industrial or market problems in our jobs? Just understanding chains in a game and logistics, can develop insights that are actually beneficial outside of it. It is like reading science news for those that do not have direct use for it...it transforms the mind.

In EVE this causes me to dislike some elements that make no sense:

1. Instant refine and unlimited refine capacity.
2. Not having access to product cycles that already have been completed to you cannot start hauling product.
3. Standing affecting the net result of using a facility. I can't accept not getting a discount, but confiscating 5% of the minerals is not how things work.
4. Encounter Surveillance System (ESS)

It does not have to be this way, much can be fixed and actually be beneficial game-play wise.

In short, EVE is a futuristic sci-fi game and unless CCP decides that this must be transformed into a fantasy game, where essentially everything must be possible and there are no boundaries, analogies with RL do matter...and do so a lot.

I am serious!

Inspiration
#1731 - 2014-04-01 23:44:06 UTC  |  Edited by: Inspiration
Alexia Marhx wrote:
It’s the same here... Low sec and null sec are “cowboys’ playgrounds”. And yes, I spend much more time in High sec, though I make some research in Low sec labs and often mine in WH space... I understand that you live in low/null sec and that you want an advantage on living there


I live in low sec and sometimes high sec and most activities available there. I never liked null much before, but did not really give it a real chance either. If you just drop in there alone, in the wrong place, sure roadkill it is. But that is certainly not the case in low-sec thanks to NPC stations.

I believe your argument was that null had to big a boost and that this was not justifiable (my take of it). You even wend as far as to state high sec must be the best. Since I have currently no industrial adventures going on, i have no immediate benefit from a null or low-sec boost. But these changes certainly make me feel like having a go at it once more. It's a gain, not a loss in my view.

As far as vested interests go, i am impartial.

That does not mean I do not know things and do not desire a better EVE. I have done several years of large scale production, like 15 freighters every 12 days at its peak. I know the sores...they cause me to stop doing it eventually. The biggest pain was hauling the required amount of low end minerals. I know the market dynamics involved too and because later i did for a time do large scale mining, I do know that side of the game just as well.

Combine this with a few macro facts about mineral exchange between null and high-sec and I can with high certainty see how changes will affect the whole and how to adapt best. To me it seems that naysayers are not equally informed and often their wording oozes anti-null attitude, most notably towards the Goons. Bitter that they loose something (which is debatable) and that this evil other group gets preferential treatment somehow.

I am serious!

Harah Noud
Royal Amarr Institute
Amarr Empire
#1732 - 2014-04-02 00:23:53 UTC
Inspiration wrote:
Alexia Marhx wrote:
It’s the same here... Low sec and null sec are “cowboys’ playgrounds”. And yes, I spend much more time in High sec, though I make some research in Low sec labs and often mine in WH space... I understand that you live in low/null sec and that you want an advantage on living there


I live in low sec and sometimes high sec and most activities available there. I never liked null much before, but did not really give it a real chance either. If you just drop in there alone, in the wrong place, sure roadkill it is. But that is certainly not the case in low-sec thanks to NPC stations.

I believe your argument was that null had to big a boost and that this was not justifiable (my take of it). You even wend as far as to state high sec must be the best. Since I have currently no industrial adventures going on, i have no immediate benefit from a null or low-sec boost. But these changes certainly make me feel like having a go at it once more. It's a gain, not a loss in my view.

As far as vested interests go, i am impartial.

That does not mean I do not know things and do not desire a better EVE. I have done several years of large scale production, like 15 freighters every 12 days at its peak. I know the sores...they cause me to stop doing it eventually. The biggest pain was hauling the required amount of low end minerals. I know the market dynamics involved too and because later i did for a time do large scale mining, I do know that side of the game just as well.

Combine this with a few macro facts about mineral exchange between null and high-sec and I can with high certainty see how changes will affect the whole and how to adapt best. To me it seems that naysayers are not equally informed and often their wording oozes anti-null attitude, most notably towards the Goons. Bitter that they loose something (which is debatable) and that this evil other group gets preferential treatment somehow.



Okay interesting points,
I ll start with the different sec space dynamic and then touch on immersion

1- as always we should look at CCP philosophy regarding different space. I think they initially intended for players to start in hi and with time migrate into low and ending in null. However, EVE player base have surprised CCP at several turns ( WH space , for example was not intended as a home for layers, just a day or two foray...)
Consequently, there is a significant portion of the player base who live in hi sec, and would not leave it. ( exact numbers r irrelevant ) unless CCP want to force one bro to change their home , the status co must be maintained

2- CCP must balance a game with two main player grp that r at odd on certain points ( I think low sec and WH do not house a large player base compared to the rest) these two grps feels (and I stress feel, as PERCEPTION is key here ) that some of their interests r at odds
In other words, hi sec players FEEL that if u buff null sec industry by giving them an extra mineral yield from the same ore mined this will give them an unfair advantage and make the life of hi sec dwellers harder. Add to that hi sec players feel victimized by null ( ganking , scamming , Hulkagedon, burn jita) u have a very complex and explosive situation in CCP hands

3- as I repeated the words FEEL before, I still think one can get to some rational points. Null sec industry badly need some love, and CCP change seem like a good step in the right direction. I would personally lower the null sec advantage by 5% but I don't have CCP s number and this is just my gut feeling.

4- however, with the current two grps one living in hi and the other in null, each space must excel at some areas, and be unique and completing for each base. Currently hi sec FEEL that they r getting the low end of the bargain. The PVE system is the worest in the industry ( the much trashed WOW has currently the instances system, where ur action do affect the world around u, so u don't have to kill those same guristas day after day after day) t2 r in null, t3 in WH. They feel that industry and trade are their bread and butter.

5- it s a complex system and I like CCP approach of small changes, but they should make more of them and make me more significant. The standing system is another area that needs love and I think the reprocessing overhaul can help in that. Why does the benefit stops at 6.67. As we have moved passed the perfect refine system, more standings should give more yield. This doesn't t have to be above the current max by much , but make part of the mission aspect better.... It will get a lot of traction and support for the current changes in the hi sec community.

I should stop Bcz it s getting late and the longer I stay awake he more I ramble. Concerning the immersion issue, I too hate several non immersive aspect of EVE. And feel that more immersion would great enhance the game.
I touched upon a major beef which is the mission system, it feel repetitive and mea bless. U r action have no effect what so ever. As opposed to some actions that have a lot of effect in null.
But we r faced with the dilemma again, does CCP intend to push all experienced player to null or is it going to give them asignificant game mechanic in hi sec., keeping in mind that despit CCP wishes players have usually stuck to their ideas and refused
Bob Bedala
#1733 - 2014-04-02 00:32:17 UTC
This all seems pretty good to me but (TM) I have some thoughts re: refining.

Why not just scrap (lol) all the ore refining skills? Give ppl the SP back they spent on some of the most boring skills in the game. (Surely it would just be a case of shoving it in a machine and having err nanobots munch it anyway?)

Re: t2 mining crystals, create a mining laser skill under Gunnery (funny, but actually coherent with other gunnery skills)

Re: reprocessing as a career path... this makes me cry a little for humankind. Just a boring pointless timesink margin-grind advantage only the dullest of older players will enjoy, somehow. Yes it's on a par with broker relations and accountancy (my friends already find that one hilarious) but at least they are actual skills.

The highsec POS yields seems especially bad given that you are apparently trying to promote refining as a career path. I'm really not sure what that's about. This will drive demand for hisec POS but unlikely to drive conflict (nothing worth stealing), and there's also the slight issue of thousands of massive toothpicks floating in space around hisec moons atm.

It will be interesting to see what happens to a variety of prices. There's a lot of moving parts here -- it seems very risky, will be interesting to see what happens. I'd be tempted to rollout piecemeal but Hey, go nuts!
Bob Bedala
#1734 - 2014-04-02 00:57:47 UTC
My other concern, is how this affects new players and retention.

Loot drops get nerfed again, presumably to give a boost to nullsec hi-end mineral exports again and err hisec mining, bizarrely. This pushes more newbs into mining vs PVE, increasingly polarizes the player base IMO, and causes less newbs to bother with PVE and as was mentioned in the last CSM minutes I read, variety is the spice of life which helps retention.

Then miners go out and mine and refine and see all that waste, wonder what they can do about it, and see more dull skills to train when they need core skils for flying spaceships in a spaceship flying game.

"Ah but some ppl like sitting docked doing industry" congratulations, most don't (fact), if the game is made to look too much like that to newbs, it won't help retention.

As an aside those reprocessed mins were very useful to me as a starting manufacturer, i'd stockpile them then make stuff. The margins and volumes can be bad & disheartening as a newb, and better off using that ISK to trade rather than buy mins. So the barrier to manuf is raised.

I'd be very interested to see CCP's number-crunching on how newbs make isk and how these changes will affect those numbers. I just have the feeling boredom got buffed for new players.

Also THANK YOU for helping folks in WH again. I do like WH space.
Red Deck
The Tebo Corp
#1735 - 2014-04-02 14:49:07 UTC
I still have a couple of pages to read, so there is the odd chance of the idea having already been posted, but here it goes...

For some reason, the refining rates are uniform across ores (at any particular refinery) at the moment. Why?

How about this:

1) for hisec ores, the maximum efficiency you can achieve is the same everywhere (hisec, lowsec, nullsec)
Note: I would be all for making it harder to achieve in hisec/lowsec by requiring better standings / skills / implant

2) lowsec refineries get a bonus for refining ores most commonly found in lowsec (kernite?, jaspet, hemorphite, hedbergite)
3) nullsec refineries get a bonus for refining ores only found in nullsec

This would make sense enough lore-wise (for me, at least), as refineries would be likely to excel in refining ore found in their area (or, put differently, refineries specialized in a certain type of ore would likely be established close to the corresponding ore source).

This would give nullsec enough of an advantage and make importing compressed ore from hisec a viable replacement for 425mm railguns (nullsec refiners wouldn't have to bother with NPC standings and could do with inferior skills and/or no implants).

This would also throw a bone to lowsec, which is kind of being overlooked in this fight between hisec and nullsec.

Hisec would stay pretty much the same as it is right now (well, except for the harsher requirements for "perfect" refine).

There would be no incentive to ship ore (except the rare types) from hisec to nullsec just to have it refined there, with the resulting minerals being shipped back to hisec - which, I believe, we will all agree is not exactly exciting gameplay. As much as I understand hauling needs to be part of the game, I don't think we currently have too little of it.

And most importantly... it would make nullsec, lowsec, and hisec DIFFERENT, rather than best / worse / worst, refining-wise.
Inspiration
#1736 - 2014-04-02 18:15:07 UTC
Red Deck wrote:
This would make sense enough lore-wise (for me, at least), as refineries would be likely to excel in refining ore found in their area (or, put differently, refineries specialized in a certain type of ore would likely be established close to the corresponding ore source).


This is indeed a very good thing to point out!

I am serious!

Soldarius
Dreddit
Test Alliance Please Ignore
#1737 - 2014-04-02 18:52:42 UTC
tl;dr: Malcanis' Law: "Whenever a mechanics change is proposed on behalf of ‘new players’, that change is always to the overwhelming advantage of richer, older players."


Querns wrote:
Soldarius wrote:
Having compression available in stations would completely kill the Compression Array in all of hisec due to the prevalence of stations.

So, should we kill off Corporate Hangar Arrays due to the prevalence of highsec stations with unlimited storage?

This is a completely spurious argument. POS modules exist to support life on the fringes, not replace it. Meanwhile, the sheer importance of the availability of compressed ore demands that the barrier to entry for compression be as low as possible.


Given the option between unlimited station storage and a very limited capacity POS module, which do you use? Station, of course. Anyone that says otherwise is a bald faced liar. Your example is completely incomparable to the station/POS differences being discussed because of the practically limitless capacity of station hangers.

Should we now bring up the number of Research Labs currently in use in hisec as a replacement for the total and complete lack of research lines in stations? Those are pretty important. Or perhaps the fact that Drug Labs and Reactors cannot be anchored in .4 or higher sec space? Should we then allow boosters, moon reactions, and hybrid polymers to be made in nul/lowsec stations, too? What do you think would happen to all the moon reaction farms? I'm pretty sure they would disappear overnight.

As for the importance of compressed ore, we can draw a direct correlation to the amount of mineral compression currently being conducted using meta 0 modules and the likely amount of ore compression conducted, since that is what it is designed to replace. This brings me to...

Master Flakattack wrote:
These statements support station compression. Do you even know what you're arguing?


Given the choice between free and unlimited compression with an unlimited amount of storage and all the other perks in a station vs a limited storage and isk/hr costing POS with no other perks, which would you use? The station ofc.

If station compression is enabled the only place people will use a POS is where stations aren't easily accessible such as w-space, hostile sovereign nulsec, or deep unpopulated nul like certain areas of Outer Ring. Hence, my statement that the Compression Array will be DoA in hisec.

Running a Small POS with a Compression Array is about as easy as it gets and it can be done with just a blockade runner, though in hisec it will most likely be done with a T1 industrial. 2km3 for the POS + 6km3 for the array leaves at least 1km3 for fuel, assuming you are max cargo expanded. Literally drop ore in, press butan, get bacon. When the hauler goes out to deliver the ore, it comes back with fuel.

But I think I can understand why goons seem to want station compression. It has nothing to do with entry barriers for newbros, since a newbro can simply sell the ore on the market for mineral cost, thus getting the full mineral content value of their ore rather than refining it and losing a significant portion of the value to poor skills and taxes.

It has to do with the fact that station compression will allow a single nulsec market alt to acquire everything he needs for a massive production effort such as supercap/titan production or hundreds of Megathrons without ever having to interact with anyone except their own jf and cyno alts, thus allowing them to cut out the extra costs and losses associated with the current mineral compression scheme.

Large-scale mineral consumers will not want to pay someone else to compress their "minerals" for them. Nor do they wish to run back and forth dozens between station and POS just to get their stuff ready to move. That will cost them even more than what they are paying now as either direct isk costs or opportunity costs. The most logical alternative for them is to advocate for station compression and claim it will be a quality of life improvement for everyone.

Goons' advocacy of station compression will cut out an entirely new subform of industry and take profits away from well-organized mining corps and PI manufacturers, and dump them right into their own pockets. It is in fact a counter to smart industrialists that put forth the effort to do things right and favors those that take the easy way out.

It will also run counter to the risk vs reward paradigm by allowing for zero risk compression in already overly utilized and overly endowed hisec stations while generating larger rewards for less effort in more secure space.

The only thing that would make super/titan production any easier would be if you could produce them in stations.

http://youtu.be/YVkUvmDQ3HY

Querns
Science and Trade Institute
Caldari State
#1738 - 2014-04-02 19:49:58 UTC
Soldarius wrote:

Given the option between unlimited station storage and a very limited capacity POS module, which do you use? Station, of course. Anyone that says otherwise is a bald faced liar. Your example is completely incomparable to the station/POS differences being discussed because of the practically limitless capacity of station hangers.


This is not strictly true. A savvy player can use his ability to set up poses to exploit systems without stations, many of which exist in Empire. Given the sheer obnoxiousness of hauling uncompressed ore, such a setup necessitates the use of a POS module to compress ore.

Quote:

Should we now bring up the number of Research Labs currently in use in hisec as a replacement for the total and complete lack of research lines in stations? Those are pretty important. Or perhaps the fact that Drug Labs and Reactors cannot be anchored in .4 or higher sec space? Should we then allow boosters, moon reactions, and hybrid polymers to be made in nul/lowsec stations, too? What do you think would happen to all the moon reaction farms? I'm pretty sure they would disappear overnight.


Gee, this slope sure is slippery.

Quote:

Running a Small POS with a Compression Array is about as easy as it gets and it can be done with just a blockade runner, though in hisec it will most likely be done with a T1 industrial. 2km3 for the POS + 6km3 for the array leaves at least 1km3 for fuel, assuming you are max cargo expanded. Literally drop ore in, press butan, get bacon. When the hauler goes out to deliver the ore, it comes back with fuel.


You seem to have forgotten the standings issue. You need increasingly higher standings with a given Empire faction in order to anchor a pos at all. This grind is non-trivial and precludes the use of POS in highsec for new players.

Quote:

But I think I can understand why goons seem to want station compression. It has nothing to do with entry barriers for newbros, since a newbro can simply sell the ore on the market for mineral cost, thus getting the full mineral content value of their ore rather than refining it and losing a significant portion of the value to poor skills and taxes.


The problem here is that they have to haul this uncompressed ore to market, leaving them at a severe disadvantage to a poshaver. The disadvantage is so severe that it goes beyond leveraging skills and standings to make a profit to sheer torture.

Quote:

It has to do with the fact that station compression will allow a single nulsec market alt to acquire everything he needs for a massive production effort such as supercap/titan production or hundreds of Megathrons without ever having to interact with anyone except their own jf and cyno alts, thus allowing them to cut out the extra costs and losses associated with the current mineral compression scheme.

Large-scale mineral consumers will not want to pay someone else to compress their "minerals" for them. Nor do they wish to run back and forth dozens between station and POS just to get their stuff ready to move. That will cost them even more than what they are paying now as either direct isk costs or opportunity costs. The most logical alternative for them is to advocate for station compression and claim it will be a quality of life improvement for everyone.

Goons' advocacy of station compression will cut out an entirely new subform of industry and take profits away from well-organized mining corps and PI manufacturers, and dump them right into their own pockets. It is in fact a counter to smart industrialists that put forth the effort to do things right and favors those that take the easy way out.


You seem to have this vision of an Eve Online where there exists a cottage industry in buying raw ore and compressing it for market, allowing a middleman to eke out a profit in the process, or, somehow, that every industrialist wishing to use ore would have to buy raw ore exclusively and compress it themselves. To that, I say, try doing it. It's incredibly punishing and would necessitate a massive margin to be even remotely worthwhile over just 0.01 isking a buy order in a market hub.

The math:
Let's say I want to fill up a jump freighter full of compressed Veldspar. For the sake of round numbers, let's pretend that my Rhea has 360,000 m^3.

According to this post, a unit of Compressed Veldspar is 0.15 m^3. This means I need 2,400,000 units of Compressed Veldspar.

To make this amount of Compressed Veldspar, I need 100 units of regular-ass Veldspar per unit of Compressed Veldspar I want. So, the ore amount goes up to 240,000,000 units of Veldspar.

A unit of Veldspar is 0.1 m^3. This is 24,000,000 m^3 of hauling that needs to be done to a POS. If I have a Charon with 980,000 m^3 of hauling ability, that's 25 trips to compress a jump-freighters-worth of ore.

Even if we are insanely lucky and manage to get a POS on a moon that's an instaundock to a station on the same planet, with a 0.75 AU/s warp speed freighter, that's 55 seconds to warp to the POS, 60ish seconds to realign back to the station, and another 55 seconds to warp, then an additional 10 seconds for session timer. That's three minutes per trip, or 75 minutes of grueling freighter work per JF of ore you want to compress, that you can't outsource due to POS mechanics.

God help you if you don't have an instaundock, or if the only free moons in the system are several dozen AU away. What premium would you need to charge to make this worth one's while?

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

Weaselior
GoonWaffe
Goonswarm Federation
#1739 - 2014-04-02 20:03:43 UTC
Soldarius wrote:
.

your entire multi-foot post can be summed up as "i disagree with station compressing because it will reduce the use of pos compressing"

that is the point: pos compressing is just too awful to be used as a routine matter due to the absurd number of freighter round-trips it requires to compress ore

if the pos compressor can be made better great, otherwise it should be an additional option for station-free systems that offers people a new choice instead of being "the proper way to compress"

nothing you say actually addresses the mind-numbing tedium of gankproof roundtrip ore hauling

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

Weaselior
GoonWaffe
Goonswarm Federation
#1740 - 2014-04-02 20:13:57 UTC
a necessary mini-industry founded on human misery is a bad mini-industry to add to the game basically

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