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Player Features and Ideas Discussion

 
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Make rarest ores more valuable?

First post
Author
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#41 - 2015-01-16 10:14:50 UTC
This thread has been moved to Features & Ideas Discussion.

ISD Ezwal Community Communication Liaisons (CCLs)

Ramona McCandless
Silent Vale
LinkNet
#42 - 2015-01-16 10:14:58 UTC
Echo Gengod wrote:

Just look at post WW2 Germany.


What about the richest country in Europe? Did it have an Arkonor surplus?

"Yea, some dude came in and was normal for first couple months, so I gave him director." - Sean Dunaway

"A singular character could be hired to penetrate another corps space... using gorilla like tactics..." - Chane Morgann

Ramona McCandless
Silent Vale
LinkNet
#43 - 2015-01-16 10:20:29 UTC
ISD Ezwal wrote:
This thread has been moved to Features & Ideas Discussion.


Told you

"Yea, some dude came in and was normal for first couple months, so I gave him director." - Sean Dunaway

"A singular character could be hired to penetrate another corps space... using gorilla like tactics..." - Chane Morgann

Nina Lowel
Echelon Research
Goonswarm Federation
#44 - 2015-01-16 12:33:18 UTC  |  Edited by: Nina Lowel
I've learned you can't make suggestions here that might make mining more of the go-to for the main mineral acquisition of the game. In order for this to happen mission refining would need to be drastically changed so that it is far more profitable to sell modules on the market than to recycle them. I made a suggestion to turn all minerals that were from mods into a 'recycled' grade that couldn't be used in ship production but could then be 'purified' via skills but even less of the mineral value. Ex: Recycling gives like max 75% in "recycled" minerals which can then be purified to get a max return of 50% of that 75%. This would make mining skyrocket in profit while nerfing missioning ONLY if they recycled modules but the missioners here came out in force.
Adrie Atticus
Caldari Provisions
Caldari State
#45 - 2015-01-16 12:36:52 UTC
Nina Lowel wrote:
I've learned you can't make suggestions here that might make mining more of the go-to for the main mineral acquisition of the game. In order for this to happen mission refining would need to be drastically changed so that it is far more profitable to sell moduals on the market than to recycle them. I made a suggestion to turn all minerals that were from mods into a 'recycled' grade that couldn't be used in ship production but could then be 'purified' via skills but even less of the mineral value. Ex: Recycling gives like max 75% in "recycled" minerals which can then be purified to get a max return of 50% of that 75%. This would making mining skyrocket in profit while nerfing missioning ONLY if they recycled moduals but the missioners here came out in force.


Only use for mission loot is refining, especially now that they're going to neuter the meta4 gear which still holds value. Is it a big part of current income? Yea. Will it be after tiericide? No.

I can understand why mission runners would get angry over that, because the only thing more boring than ratting is mining. It's a sensible idea which would only be opposed by hisec pilots who use solely PLEX to play.
Nina Lowel
Echelon Research
Goonswarm Federation
#46 - 2015-01-16 12:43:23 UTC  |  Edited by: Nina Lowel
Adrie Atticus wrote:
Nina Lowel wrote:
I've learned you can't make suggestions here that might make mining more of the go-to for the main mineral acquisition of the game. In order for this to happen mission refining would need to be drastically changed so that it is far more profitable to sell modules on the market than to recycle them. I made a suggestion to turn all minerals that were from mods into a 'recycled' grade that couldn't be used in ship production but could then be 'purified' via skills but even less of the mineral value. Ex: Recycling gives like max 75% in "recycled" minerals which can then be purified to get a max return of 50% of that 75%. This would making mining skyrocket in profit while nerfing missioning ONLY if they recycled modules but the missioners here came out in force.


Only use for mission loot is refining, especially now that they're going to neuter the meta4 gear which still holds value. Is it a big part of current income? Yea. Will it be after tiericide? No.

I can understand why mission runners would get angry over that, because the only thing more boring than ratting is mining. It's a sensible idea which would only be opposed by hisec pilots who use solely PLEX to play.



I think that's only true because it still gives a decent amount of isk return to recycle the modules and sell the minerals. Drastically lowering the amount of isk return from recycling while keeping the value of the module itself the same theoretically what would happen if my suggestion was implemented.
Tabyll Altol
Viziam
Amarr Empire
#47 - 2015-01-16 14:05:25 UTC
Ruinoso wrote:
Accounting for the fact that EVE is a sandbox game, and that everyone is therefore obliged to find value in their EVE time on their own terms, I'd suggest that CCP exercise its godly dev muscles to make the rarest ores more valuable—by increasing demand for them in manufacturing. Or make them rarer than they already are.

My desire for this is, I admit, selfish. As a solo player, I simply don't want to assume the risk of going after the rarest ores without the potential for a substantially-higher-than-mining-in-high-sec profit. Yes, I could adopt someone else's I-get-my-EVE-joy-by-doing-things-for-their-own-sake happiness metric (or another metric like the one just noted), and there will not doubt be some who post here (or who think about posting here) that very sermon. But I'd rather just see happen what, quite frankly, makes a great deal of sense in the first place. For there is no reason the rarest ores, which come with greater risk, should have lower market value than the most abundant ores, which come with negligible risk. After all, EVE, which is in many other respects very reflective of real-world markets and risks, where the greater the risk...the higher the payout, needn't have such a backward dynamic on this front (rare vs. abundant ores).

Or, are the rarest ores, indeed, worth more, per time invested, than the most abundant ones...and I'm just missing something?


Maybe the are so cheap becuase the 0.0 is not that dangerous at all to mine. the most valuable ores are in lowsec which seem fair.

-1
Darth Terona
Horde Vanguard.
Pandemic Horde
#48 - 2015-01-16 15:16:06 UTC
Ore price is based on mineral yield of that ore
You cannot raise the price of the ore because it will raise the price of minerals within it.

Increasing the mineral yield of ores would have the opposite affect through over supply


Nearly everything in the game is made by players. Those items require minerals to build. Price is set based on mineral value of that item + cost of production + incentive...

You cannot alter the base building block of this economy (minerals via ores) without altering the cost of everything in the game.

Want more returns? Build **** with your minerals and ores yourself. Cut out the middle man.
Lugh Crow-Slave
#49 - 2015-01-16 19:22:42 UTC
the value of ore is left up to us not CCP
Ruinoso
Silver Talon
#50 - 2015-01-17 03:40:34 UTC
Ramona McCandless wrote:
Ruinoso wrote:
Ramona McCandless wrote:
Is it ever possible that people like the OP EVER post in the right forum?

Is it ever possible that posters post on-topic? If you don't like where I posted my thread, don't post in it.


Why not? Id post in it if it was in the RIGHT place too, silly boy.

But hey, like many have said, why actually do something in the game when you can ask CCP to do it for you?

Oh wait, I know

Because it wont happen

You want certain minerals to go up in price?

Starting ganking.

I can send you fits and tips if you like.

Since you have no understood the point of the thread, I bow out of your contribution to it.
Ruinoso
Silver Talon
#51 - 2015-01-17 03:42:45 UTC  |  Edited by: Ruinoso
Echo Gengod wrote:
Let's also just completely rework the market while we're at it. Might as well keep going while we're ahead.

This is just like a minimum wage debate.

By increasing the price of the minerals you increase the cost of production. Producers will compensate for this by increasing the price of their produced goods. Marketers then see this as a hit to supply/demand and adjust their own buy/sell orders as well. Essentially the end-result is the value of ISK deflates due to new standard set. The average person with 1bil will soon have 3bil worth the same as it did before, just with a larger number.

Please don't do this.
It hurts us all.

Just look at post WW2 Germany.

I don't think you understood the point of my OP. This is not about raising prices. This is about honoring the in-game description of the "rarest" ores, which are claimed to make one rich with a mere chunk of the stuff. That doesn't pan out, on either an ISK-per-hour or ISK-per-risk basis. As yet, people have argued against many a straw-man assertion, but not against the point.
Zimmer Jones
Aliastra
Gallente Federation
#52 - 2015-01-17 03:56:04 UTC  |  Edited by: Zimmer Jones
You are correct, the description should be more vague in reference to rarity and value. Add one word and its solved; historically.
No more problems, business as usual.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Ruinoso
Silver Talon
#53 - 2015-01-17 05:44:45 UTC
Zimmer Jones wrote:
You are correct, the description should be more vague in reference to rarity and value. Add one word and its solved; historically.
No more problems, business as usual.

That's a boring solution, but it would work. :)
James Baboli
Warp to Pharmacy
#54 - 2015-01-17 06:05:51 UTC
Ruinoso wrote:
Zimmer Jones wrote:
You are correct, the description should be more vague in reference to rarity and value. Add one word and its solved; historically.
No more problems, business as usual.

That's a boring solution, but it would work. :)

Practical, effective and with a 100% chance of success. I approve if lore is going to be used to justify any changes.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#55 - 2015-01-17 06:10:54 UTC
Ruinoso wrote:
Echo Gengod wrote:
Let's also just completely rework the market while we're at it. Might as well keep going while we're ahead.

This is just like a minimum wage debate.

By increasing the price of the minerals you increase the cost of production. Producers will compensate for this by increasing the price of their produced goods. Marketers then see this as a hit to supply/demand and adjust their own buy/sell orders as well. Essentially the end-result is the value of ISK deflates due to new standard set. The average person with 1bil will soon have 3bil worth the same as it did before, just with a larger number.

Please don't do this.
It hurts us all.

Just look at post WW2 Germany.

I don't think you understood the point of my OP. This is not about raising prices. This is about honoring the in-game description of the "rarest" ores, which are claimed to make one rich with a mere chunk of the stuff. That doesn't pan out, on either an ISK-per-hour or ISK-per-risk basis. As yet, people have argued against many a straw-man assertion, but not against the point.

It is your proposal. Thus the burden of communication falls squarely on you. Make us understand what it is you want in no uncertain terms. Be crystal clear and if necessary, use formal logic and the symbolic representation of said logic.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Anhenka
The New Federation
Sigma Grindset
#56 - 2015-01-17 06:28:35 UTC
Nina Lowel wrote:
I've learned you can't make suggestions here that might make mining more of the go-to for the main mineral acquisition of the game. In order for this to happen mission refining would need to be drastically changed so that it is far more profitable to sell modules on the market than to recycle them. I made a suggestion to turn all minerals that were from mods into a 'recycled' grade that couldn't be used in ship production but could then be 'purified' via skills but even less of the mineral value. Ex: Recycling gives like max 75% in "recycled" minerals which can then be purified to get a max return of 50% of that 75%. This would make mining skyrocket in profit while nerfing missioning ONLY if they recycled modules but the missioners here came out in force.

Your idea was bad when you posted it because it was based on a spurious assumption that a large percentage of the mineral market came from reprocessed loot, when in reality, only a tiny fraction of the mineral market comes from loot.

It was not this way at one point, but then they (in no particular order)

0: removed NPC shuttle sell orders, removing the trit price ceiling
1: slightly reduced rat drops across the board.
2: removed drone poo from the game (this was absolutely massive)
3:slightly reduced it yet again.
3: removes meta 0 mods from rat drops, cutting it by a quarter or so
4: cut refining returns of modules by half.

All in all, including the drone poo removal, they probably reduced the amount of minerals coming from non mining sources by 95% or more.

But apparently, when everyone (from many walks of EVE) pointed out that reprocessed modules no longer accounted for any significant portion of the mineral flow, we were all just dirty missioners who couldn't understand a good idea when we saw it.


On a more serious note: Trit is over 6 isk a unit. I remember when it was under 3, under 4, under 5, under 6. And it is still slowly rising. You miners have it so much better than your compatriots of years past and yet all you do is continue to whine about how harsh you have it with sky high prices on the most basic and readily available mineral types. And then you wonder why people wont take you seriously.
Ruinoso
Silver Talon
#57 - 2015-01-17 06:32:58 UTC
James Baboli wrote:
Ruinoso wrote:
Echo Gengod wrote:
Let's also just completely rework the market while we're at it. Might as well keep going while we're ahead.

This is just like a minimum wage debate.

By increasing the price of the minerals you increase the cost of production. Producers will compensate for this by increasing the price of their produced goods. Marketers then see this as a hit to supply/demand and adjust their own buy/sell orders as well. Essentially the end-result is the value of ISK deflates due to new standard set. The average person with 1bil will soon have 3bil worth the same as it did before, just with a larger number.

Please don't do this.
It hurts us all.

Just look at post WW2 Germany.

I don't think you understood the point of my OP. This is not about raising prices. This is about honoring the in-game description of the "rarest" ores, which are claimed to make one rich with a mere chunk of the stuff. That doesn't pan out, on either an ISK-per-hour or ISK-per-risk basis. As yet, people have argued against many a straw-man assertion, but not against the point.

It is your proposal. Thus the burden of communication falls squarely on you. Make us understand what it is you want in no uncertain terms. Be crystal clear and if necessary, use formal logic and the symbolic representation of said logic.

I was very clear in my OP. People don't read carefully. Others read off-topic responses to the OP and assume they've read the OP. Other posters' carelessness or ineptitude isn't my problem.
Nolak Ataru
Hedion University
Amarr Empire
#58 - 2015-01-17 06:41:02 UTC
You made a spacious request to increase it's use in manufacturing, which doesn't change it's rarity. Rarity is dictated by supply.
You did request to limit the supply, but you failed to grasp the magnitude of nullsec alliance's mining branches, and what goes into securing a system for your miners. People have min/maxed this a long time ago.

You were told this many times, but you ignored it.
Ruinoso
Silver Talon
#59 - 2015-01-17 06:56:49 UTC  |  Edited by: Ruinoso
If the benefit-to-risk ratios of mining the most common ores in highsec vs. the rarest ores in nullsec are close to one another, are even, or are shown to favor the former, then the rarest ores in nullsec cannot reasonably be said to be all that rare, nor can they be said to be so sought after that a mere chunk of the stuff would make a pilot rich. That's the position in a nutshell. Until that is addressed, does it matter what one thinks about the mechanism proposed to affect the rarest ores' rarities? I don't think so. So far, everyone has an opinion about the latter, but few have addressed the former.
James Baboli
Warp to Pharmacy
#60 - 2015-01-17 07:12:27 UTC
Ruinoso wrote:
James Baboli wrote:
It is your proposal. Thus the burden of communication falls squarely on you. Make us understand what it is you want in certain terms. Be crystal clear and if necessary, use formal logic and the symbolic representation of said logic.

I was very clear in my OP. People don't read carefully. Others read off-topic responses to the OP and assume they've read the OP. Other posters' carelessness or ineptitude isn't my problem.

If I need to read carefully, either the subject is deeply technical, or the writing is bad. As you have stated that you think the OP is clear, I will do a fill critique for you, so you can edit if you see fit, or improve any future posts.

Definitions:
There was no clear statement of what you mean by rare. Does this mean the 5 & 10% yield ores? ABCs? You don't specify except by a single example.

Organization
There was no single sentence which contained the basic idea as simply as ppossible.
You open at least two methods of making the cahnges you want but neither is spelled out clearly in its own sentence, paragraph or other logically sized chunk.
There are three text blocks of approximately paragraph size without cohesive theme to them, and with out any transition or link.

Assumptions
You present the problem you want to solve as a given, without but a single refrence to the description. This means it is easy to argue that your selected issue is an actual problem.
You present the implicit assumption that lore should be a primary driver of game mechanics.

Content:
You present two very early concept level ways of reconciling game mechanics with lore, but they aren't even fleshed out enough to be called skeleton s.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp