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Salvager- a new career path with skills and supporting equipment

Author
Komi Toran
Perkone
Caldari State
#21 - 2014-10-16 17:06:22 UTC
Eric Shang wrote:
I love how the vets of eve hate change or how they flame new ideas instead of helping.

If you see someone banging their head into a wall, are you being more helpful by encouraging their activity, or by teaching them to use a door?
Iain Cariaba
#22 - 2014-10-16 19:01:53 UTC
Eric Shang wrote:
I love how the vets of eve hate change or how they flame new ideas instead of helping.

Maybe if 1-2 year players would come up with new ideas, we would be more helpful. Really, how many times are we supposed to be helpful to the same repetitive ideas?

As to OP's idea, salvaging as a career has already been decimated by the introduction of MTUs. Mission runners used to salvage nearly every mission, but now they don't. They stopped because the salvage market tanked and it became more profitable to blitz the missions.

Now, OP regurgitates yet another previously posted idea to increase availability of salvage, thereby driving the prices down even further, and I'm supposedly the bad guy because I don't want that small portion of my income to dwindle even further.
Harvey James
The Sengoku Legacy
#23 - 2014-10-16 19:23:52 UTC
the only way too make this viable is if you aren't just adding more salvage (which will reduce the value) is too add new stuff that is salvageable to the higher skilled dedicated salvager.

so rather than just stuff that affects rigs it needs too be something else without killing the market on the new stuff you can salvage .. not sure what that stuff is mind .. perhaps some undamaged recoverable parts ..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Eric Shang
Black Layer Syndicate
Pan-Intergalatic Business Community
#24 - 2014-10-16 19:35:54 UTC
Komi Toran wrote:
Eric Shang wrote:
I love how the vets of eve hate change or how they flame new ideas instead of helping.

If you see someone banging their head into a wall, are you being more helpful by encouraging their activity, or by teaching them to use a door?


If you have to teach them to use the door then the door is the problem. Its clearly not marked correctly or in the right position. Clearly people banging there head on the same wall is a problem and should be solved rather than diverted.

If this topic comes up again and again then my thinking is that there clearly is a need for it.

By not looking into the matter and clearly stating the reasons for not bringing in changes like this it will just be repeated.

The idea is a good idea. How it happens to work out is another matter.

I agree with this:
Harvey James wrote:

the only way too make this viable is if you aren't just adding more salvage (which will reduce the value) is too add new stuff that is salvageable to the higher skilled dedicated salvager.

so rather than just stuff that affects rigs it needs too be something else without killing the market on the new stuff you can salvage .. not sure what that stuff is mind .. perhaps some undamaged recoverable parts ..


He actually thought of a positive bit of information to help the OP.

Iain Cariaba: the problem you have is you think of the game as it is right now. (Dont worry. You and a lot of vets do the same thing) You don't think of how the game is for new players now and you don't think of how it could be.
Don't be messing with my eve!!! It effects my isk income so therefore I don't like this.

Ex Pirate - Now a reborn priest for Faith Singularity

My Pirate Journey: http://ericshangthepirate.wordpress.com/

Iain Cariaba
#25 - 2014-10-16 21:11:45 UTC
Eric Shang wrote:
Iain Cariaba: the problem you have is you think of the game as it is right now. (Dont worry. You and a lot of vets do the same thing) You don't think of how the game is for new players now and you don't think of how it could be.
Don't be messing with my eve!!! It effects my isk income so therefore I don't like this.

Here you get into Malcanis' Law. EvE is a game where anything done to make the game "easier for the noobs" instantly becomes utterly abused by the vets. Besides, the current game for new players is a lot easier than when us vets started. Those who decry ideas like this do, indeed, think of how the game could be. We look at ideas in a manner of how people will abuse them, because in EvE, it is a certainty that it will be abused.

Also, just because I can estimate the future effects of the idea, and think an idea bad because of that viewpoint, doesn't mean it will effect my income. I don't salvage, and the few relic sites I run get donated to corp. Your logic fails there.
Komi Toran
Perkone
Caldari State
#26 - 2014-10-16 21:14:40 UTC
Eric Shang wrote:
If you have to teach them to use the door then the door is the problem. Its clearly not marked correctly or in the right position. Clearly people banging there head on the same wall is a problem and should be solved rather than diverted.

Obviously we must nerf economics, then.
Nevil Oscillator
#27 - 2014-10-16 23:14:28 UTC
Skorn Blacksword
Pator Tech School
Minmatar Republic
#28 - 2014-10-17 03:37:10 UTC
I addressed market impact of this idea. A wreck is going to be mostly scrap (recycle it). Give the salvager a range of different type of scrap. The scrap should be the most common yield, and have different reprocessed yields.. Rig parts are a less often reward. If balanced right the rig industry would be preserved, and the salvager would get incomes more in line with that of a miner. As skills progress your isk/hour improves and if your after rig parts then you'll improve your chances of rig parts. If you just want to recycle scrap you can do that faster. The simplistic solution is that your making salvagers into miners by giving them scrap to recycle. But at the same time its not boring afk shoot a rock mining. You have to scan down, then salvage a lot of small wrecks. If you find a big wreck there is still the chance to uncover data/relic sites inside the wreck. Or you could spawn npc's. Lets say every time you critically fail a salvage attempt there is a .1% chance that something huge happens like a swarm of avi spawn on the sight and chase everyone off. Or the site becomes contested with pirates who want the salvage.
Skorn Blacksword
Pator Tech School
Minmatar Republic
#29 - 2014-10-19 04:01:09 UTC
are we allowed to bump our own threads to keep the conversation going?
Nevil Oscillator
#30 - 2014-10-19 10:45:42 UTC  |  Edited by: Nevil Oscillator
Komi Toran wrote:
Eric Shang wrote:
I love how the vets of eve hate change or how they flame new ideas instead of helping.

If you see someone banging their head into a wall, are you being more helpful by encouraging their activity, or by teaching them to use a door?



That is an interesting issue, vets appear to be more focused on the environment that players create. Understandably they are a bit defensive about moving the goal posts in a game that has already started. Adjusting natural resources which could also be described as anything NPC's provide too, is a bit dodgy because player corps have set up their operation based on the existing New Eden situation.

Also once they have written something in lore to make excuses for something that isn't quite right then that makes it more difficult to go back later and fix it.
Skorn Blacksword
Pator Tech School
Minmatar Republic
#31 - 2014-10-22 12:54:28 UTC
to oscillator

Was there something in the lore that would conflict with salvaging?
Arronicus
State War Academy
Caldari State
#32 - 2014-10-22 14:04:19 UTC
Skorn Blacksword wrote:
Lugh Crow-Slave wrote:
as to the part about more scrap for minerals CCP has stated they want most of the minerals in this game coming from miners not loot/salvage


But its just a different type of mining if it yields the same types minerals. It neither adds nor detracts form the total mined. It simply just called salvaged scrap and reprocessed minerals. Instead of ore and reprocessed ore.


That's like saying that combat is mining if you loot modules and reprocess them though. You are talking about salvaging wrecks, not mining raw ores/ices/moon deposits. CCP wants minerals to primarily enter the game through seeded ore/deposits content, not from the product of explosions.

I do think it would be neat to possibly have salvagers that worked slower and gave better outputs, though. very tricky not to destroy the balance of rigs, however, perhaps creating more rig components and using them to build some of the less used rigs, to make them cheaper wouldnt hurt? dunno.
Skorn Blacksword
Pator Tech School
Minmatar Republic
#33 - 2014-11-07 11:14:51 UTC
Finally some positive comments, thanks guys. Are there any ideas for improving and fine tuning my idea?
Nevil Oscillator
#34 - 2014-11-07 12:20:14 UTC
Skorn Blacksword wrote:
to oscillator

Was there something in the lore that would conflict with salvaging?


Good question but that fact that there might be remains.
Tij Lamor
Doomheim
#35 - 2014-11-07 13:20:40 UTC
I would like to see wrecks turn blue after an hour but agree that we shouldn't significantly increase supply of salvage without providing more ways for that salvage to be used to proportionately increase demand. Maybe salvage could be included as an optional component in T1 manufacture to create meta "named" modules.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#36 - 2014-11-07 13:24:16 UTC
you don't need wrecks to be blue to salvage them, it's the loot you can't take without suspect timer
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#37 - 2014-11-07 14:44:31 UTC
The further that eve moves away from current rng success rates and towards more skill based return rates the better we'll be. Taking a cue from data/relic module changes having a linear rate of success could work. For example a basic frigate has a salvaging level of 100 and someone with salvaging level 1 and a t1 salvager module will have 20 salvaging points. Ergo it takes 5 cycles to salvage a frigate wreck. Consistently. For every level of salvaging thereafter you get an extra 20 salvaging points meaning that by level 5 you will always salvage a basic frigate wreck first pop.

This allows for scaling. Basic cruisers could have a level of 150. Advanced cruisers 300

Things like t2 battleships or sleeper battleships could have 500.

This also lets you create a different brand of mdules like the op suggests eg aggressive salvager gets +50 salvaging points but loses 20% of gains. Precise salvager gets +10 points but never loses gains. Basic t1 gets +20 and suffers 10% loss. T2 salvager gets +30 points and 10% loss.

In this basic setup you now create an internally consistent, scaling and open ended system where performance is determined by what you want to achieve and the method used to do it. An aggressive salvager for example would almost never get t2 salvage out of a wreck while a precise one will almost always but at the cost of time.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#38 - 2014-11-07 14:46:54 UTC
Harvey James wrote:
the only way too make this viable is if you aren't just adding more salvage (which will reduce the value) is too add new stuff that is salvageable to the higher skilled dedicated salvager.

so rather than just stuff that affects rigs it needs too be something else without killing the market on the new stuff you can salvage .. not sure what that stuff is mind .. perhaps some undamaged recoverable parts ..


Do what they did with sleeper blueprints - increase required salvaging materials
Wallace Warmkestle
Glitterforge Adult Daycare Services
Keys Network
#39 - 2014-11-07 20:21:08 UTC  |  Edited by: Wallace Warmkestle
I really like the idea of salvaging as a career, however I think it could be improved by some changes to things that already exist in the game and adding some level of risk to it as a profession.


  1. Make wrecks scannable with combat probes or maybe some special salvage probes. This means you would have to work for it and the wrecks would still only float around for 2 hours. This might also encourage mission runners to spread out since the busy systems would be filled with salvagers. It might also increase conflict.
  2. Make salvage used for more things - simplest thought would be when meta 1-4 blue prints are a thing if they required the minerals from the t1 print + some amount of salvage it would increase the demand.


There would need to be some balance, by making wrecks scannable you're taking income away from some of the mission runners and not putting yourself in any danger with all the rat killing they did to leave you a nice clean grid of isk. To make this really fair I think you'd have to get a suspect flag for salvaging.

As long as there is something introduced in the game that requires salvage components it should balance the increase in salvage on the market. The total amount of available salvage wouldn't really increase, it would just make it easier to find but maybe a salvager would get popped every now and again by an angry mission runner.

Fun ships/modules that could be created if salvaging was a viable career:

- An ORE ninja salvaging frigate that has a wreck scanning, salvager and salvage drone bonus but some crazy penalty to prevent fitting any guns or launchers.
- An ORE t2 ninja salvaging frigate with all of the above + cov ops cloak.
- t2 salvage drones - can we please have these?
- a mid slot module that increases salvager performance. This would force you to choose between shield mods, scanner mods or salvaging mods
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#40 - 2014-11-08 08:43:46 UTC
Arronicus wrote:
Skorn Blacksword wrote:
Lugh Crow-Slave wrote:
as to the part about more scrap for minerals CCP has stated they want most of the minerals in this game coming from miners not loot/salvage


But its just a different type of mining if it yields the same types minerals. It neither adds nor detracts form the total mined. It simply just called salvaged scrap and reprocessed minerals. Instead of ore and reprocessed ore.


That's like saying that combat is mining if you loot modules and reprocess them though. You are talking about salvaging wrecks, not mining raw ores/ices/moon deposits. CCP wants minerals to primarily enter the game through seeded ore/deposits content, not from the product of explosions.

Let's clarify a bit. It's not the same as mining at all. Ore is generated at downtime from nowhere and is eventually turned into stuff. Being able to recover minerals from wrecks would not actually generate minerals since minerals were spent making that stuff anyways. What it would do is reduce the mineral sink represented by ship destruction since less minerals are being removed from eve. Even if it's not the same, though, it has the same effect as just increasing the amount of minerals mined, since the supply would be increasing at a faster rate. This would in turn devalue minerals and make both professions less viable.
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