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Player Features and Ideas Discussion

 
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Miners need some love

Author
thatonepersone
Black Jack 0-1
#41 - 2015-04-06 12:17:14 UTC
Sorra wrote:


The problem with making multi-boxing not viable is there are not enough people willing to mine to keep up with the mineral demands, no matter how much ore is worth. And if you increase the single ship yield then you will run into the issue of people who can make multi-boxing viable and they will now make significantly more than they do now.


If you add some mini game just for the sake of preventing people from multi boxing, nobody will make it viable. Just imagine for the sake of the discussion they made it so you had to play dig dug to mine. How are you going to multi box that?
Kiddoomer
The Red Sequence
#42 - 2015-04-07 10:47:39 UTC
Bump, this thread must not die :x

I'm for a dedicated mining mini-game for a long time, but not a compulsory, something that add yield but don't prevent to get some.

In the name of Jirai 'Fatal' Laitanen : “Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.”

Gardav
Center for Advanced Studies
Gallente Federation
#43 - 2015-04-07 11:45:56 UTC  |  Edited by: Gardav
Sorra Hibra wrote:
thatonepersone wrote:
Iain Cariaba wrote:
thatonepersone wrote:
The solution is to make it so you can't afk mine. This would stop people players from multi-boxing 10 accounts. That alone would increase the profits for each individual account, because there wouldn't be as much ore on the market. To offset this, there would have to be a buff to mining yield and ore hold. At the very least, each individual account would be making more isk because of the lack of multi-boxers, and the market would stay the same because of the yield increase per ship. If to many players start mining it will eventually balance itself out when the profitability goes down, which will again raise the isk/hr again to somewhere inbetween.

The player running 10+ mining accounts is not afk mining, not anymore. Having to alt-tab between accounts to keep the ore coming in pretty much requires you to be at the keyboard.

Edit: You have to love how multi-boxing miners were the bane of mining, so the need nerfed by removing ISBoxer, and now that ISBoxer is banned, multi-boxers are still the bane of mining.


If you couldn't afk mine with just one account, you wouldn't be able to switch back and forth between extra characters effectively. The point is to make multi boxing not viable.


The problem with making multi-boxing not viable is there are not enough people willing to mine to keep up with the mineral demands, no matter how much ore is worth. And if you increase the single ship yield then you will run into the issue of people who can make multi-boxing viable and they will now make significantly more than they do now.


We don't know there wouldn't be enough Miners to provide the Ore for the economy. Introducing changes to Mining as suggested in this thread as never been done before. Changing Mining to require more input and action from the Player and also reduce the occurance of multiboxing Mining may help the profession be a more attractive option for some Players.

We won't know unless we try.... and considering that CCP is going to buff Null-Sec ores soon after that will be a very good time to try.

....

Here is where I stand in this discussion:

I support reducing overall yield from Mining but adding an additional gameplay mechanic that requires input from a Player using an UI similar to Data and Relic interface, a UI that if properly "played with" will increase Ore Yield and require Miners to spend time on each account to keep the Yield UP, thus rewarding Players that remain at keyboard and reducing the benefits of attempting to multibox Mining.

Making Mining in EVE a more Active Profession IMO is the best change the Devs could do for Mining.
afkalt
Republic Military School
Minmatar Republic
#44 - 2015-04-07 11:51:34 UTC
Hakan MacTrew wrote:
baltec1 wrote:
We don't need more isk being injected by an army of AFK skiffs.

Want minerals to be worth more? reduce the flow of them. Best way to do this? Support ganking.


I agree that Mining should not become an ISK faucet, thats a bad idea. I would actually be tempted to put an ISK cost on refining, which would actually make mining an ISK sink.


Which would be paid for by everybody BUT the miners. Ugh

More valuable minerals means the cost of everything rises across the board.

I shudder to think what would happen if the miners all collectively decided to stop processing for a while.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#45 - 2015-04-07 13:57:17 UTC
afkalt wrote:
[quote=Hakan MacTrew]...
I shudder to think what would happen if the miners all collectively decided to stop processing for a while.


They'd get jittery and give in to ore cold-turkey within 2 days...
Kaarous Aldurald
Black Hydra Consortium.
#46 - 2015-04-07 14:06:26 UTC
Corraidhin Farsaidh wrote:
afkalt wrote:
[quote=Hakan MacTrew]...
I shudder to think what would happen if the miners all collectively decided to stop processing for a while.


They'd get jittery and give in to ore cold-turkey within 2 days...


If they actually had enough of an effect on the market to alter prices, people would pick up the slack by scabbing and raking in tons of cash.

Capitalism is awesome that way.

The only way the miners would be able to keep their strike going is by ganking scab miners, lol. It would be hilarious.

"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.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#47 - 2015-04-07 14:19:52 UTC
Kaarous Aldurald wrote:
Corraidhin Farsaidh wrote:
afkalt wrote:
[quote=Hakan MacTrew]...
I shudder to think what would happen if the miners all collectively decided to stop processing for a while.


They'd get jittery and give in to ore cold-turkey within 2 days...


If they actually had enough of an effect on the market to alter prices, people would pick up the slack by scabbing and raking in tons of cash.

Capitalism is awesome that way.

The only way the miners would be able to keep their strike going is by ganking scab miners, lol. It would be hilarious.


That really would be funny, you could sell tickets to the PvP types to watch.
PI schematic for popcorn would be handy in advance...
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#48 - 2015-04-07 14:22:36 UTC
baltec1 wrote:
We don't need more isk being injected by an army of AFK skiffs.

Want minerals to be worth more? reduce the flow of them. Best way to do this? Support ganking.


lol people thinking that mining creates isk....it creates minerals which others buy, it does not print isk.
Infact now that the guy is ratting and making more isk (bounties come from nothing) is what prints isk.
the isk printers is all found npc bounties and rewards

Isk printing = incursions, mission rewards, rat bounties ( belt ratting/anoms/missions)

not isk printing= PI, Mining, moon mining,

Borderline isk printing = Loot from NPCs (modules created from nothing)

currently all I can think of currently

TL;DR payment for mining is just shifting isk from 1 player that's buying the mins or whats built to the seller of the mins/builder

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Kaarous Aldurald
Black Hydra Consortium.
#49 - 2015-04-07 14:45:01 UTC
Agondray wrote:

lol people thinking that mining creates isk....it creates minerals which others buy, it does not print isk.


Didn't read the OP, did you?

"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.

James Baboli
Warp to Pharmacy
#50 - 2015-04-07 14:53:18 UTC
Kiddoomer wrote:
Bump, this thread must not die :x

I'm for a dedicated mining mini-game for a long time, but not a compulsory, something that add yield but don't prevent to get some.

I'm against a mini-game, but for more active gameplay in mining. My dad and I came up with what we think is a cool idea to allow for more active and attentive gameplay to result in higher mining yields through non-traditional ships and using mechanics that already exist in the game, to wit, energy transfers and deployables with limited AI. The post is here.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

0gopogo Earle
Sebiestor Tribe
Minmatar Republic
#51 - 2015-04-07 15:16:37 UTC  |  Edited by: 0gopogo Earle
Gardav wrote:


Here is where I stand in this discussion:

I support reducing overall yield from Mining but adding an additional gameplay mechanic that requires input from a Player using an UI similar to Data and Relic interface, a UI that if properly "played with" will increase Ore Yield and require Miners to spend time on each account to keep the Yield UP, thus rewarding Players that remain at keyboard and reducing the benefits of attempting to multibox Mining.

Making Mining in EVE a more Active Profession IMO is the best change the Devs could do for Mining.


I kinda like the idea of making it more active, or at least making mining more viable to a single account player, though I think the gameplay mechanic, if it were to share the Data and Relic UI, should be quite a bit different.
imariel
HIgh Sec Care Bears
Brothers of Tangra
#52 - 2015-04-07 16:58:07 UTC
0gopogo Earle wrote:
Gardav wrote:


Here is where I stand in this discussion:

I support reducing overall yield from Mining but adding an additional gameplay mechanic that requires input from a Player using an UI similar to Data and Relic interface, a UI that if properly "played with" will increase Ore Yield and require Miners to spend time on each account to keep the Yield UP, thus rewarding Players that remain at keyboard and reducing the benefits of attempting to multibox Mining.

Making Mining in EVE a more Active Profession IMO is the best change the Devs could do for Mining.


I kinda like the idea of making it more active, or at least making mining more viable to a single account player, though I think the gameplay mechanic, if it were to share the Data and Relic UI, should be quite a bit different.


That's what i referred to as "strip miner calibration / ore vein pinpointing"

Maybe having 1 "X/Y screen" per strip miner, with 2 cursors (1=actual strip miner position, and the second is the probing position). When you move the probing cursor the yield is updated, so you move it until you find a good spot and then define it as the new strip miner position. Regularly this screen is updated (=new best spots), so you have to continue moving the cursor to get a good yield.
It would also give a new utility to the survey scan, to see the rich veins inside ore. It means that to achieve the best yield, we would not mine the asteroids until completion, but only until the veins are depleted.

James Baboli, I took a look at your mining platforms and I'm not too fond of it :
I like the idea of new ways to mine, but using other ships (than mining / hauling ships) just does not fit.
If you are a miner you start with mining frigates, then barges and finally exhumers. Having to train cap transfer to enable these plateforms is just too different. However we could imagine some interaction between these and the mining ships (lens that magnify the strip miner ?)
Tusker Crazinski
Native Freshfood
Minmatar Republic
#53 - 2015-04-07 17:59:43 UTC
Black Pedro wrote:
That's the point. Eve is a game about tradeoffs. You want to mine more safely? Fine, but it will cost you some yield. You can't make industrial ships competitive with combat ships or why would anyone fly a regular combat ship?

Industrial ships can already fit guns and drones (well except Freighters who require support ships), and there are already variants that can be fit out in a decent combat loadout if you want to bait someone.

And I already take great delight in shooting industrial ships - it is quite entertaining - so I don't see where you come off thinking it is boring. You are choosing to play the prey item in this game when you undock in that industrial ship. That is the social compact you are agreeing to: serving as a target for other players in exchange for the benefit of the resources you are putting into the economy of New Eden. If you want "gudfights" check your fetish for maximizing ISK/h for just a bit, and go fit up an actual combat ship and look for one like everyone else.



hmmmm I think I've mined for all but 10ish actual hours in the years Ive been playing, If I need isk I'll just run W sites, plex, rat, ect ect pretty much anything other than mine. why? It's about as engaging as watching paint dry.

and yeah the trade-off is pretty much everything else for productive capacity.

dealing with mining mechanics is a whole other topic, but one of main reasons I have no interest in mining is if anything shows up in local it's warp to SS and play keep away for a bit or safelog

The only time is have enjoyed mining was actually when a small gang dropped on out skiff team, refit DDAs out of the orca and lol stomped them

I'd be much more inclined to mine or haul if these ships had a real set of teeth to fight back with. and it would make actual fights with industrials and utility ships much more engaging than land scram and win.

Kaarous Aldurald
Black Hydra Consortium.
#54 - 2015-04-07 18:08:40 UTC
Tusker Crazinski wrote:

I'd be much more inclined to mine or haul if these ships had a real set of teeth to fight back with. and it would make actual fights with industrials and utility ships much more engaging than land scram and win.



Barges can have guns the moment they can't just generate income and assets out of thin air with zero resistance or effort.

Until then, they are nothing but targets, and targets they should remain.

"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.

Sorra Hibra
Doomheim
#55 - 2015-04-07 18:15:00 UTC
As a former miner who has multiboxed for years I would have to say that no viable form of mini-game will impact multiboxing or AFK mining. And while it will make it more interactive, it will not necessarily make it more fun.

If we look at the two main ideas for the function of the mini-game (MG) we get a MG that if you don’t play you get standard yield and if you do you get more yield. I will call this MG1. We also get a MG that if you don’t play you get nothing and if you do you get standard yield, or MG2.

Now lets look at the interaction required to play the MG. Firs t we will look and Input 1, same basic UI as hacking. Interaction starts when laser is activated, ore is collected when MG is won. Next we have Input 2, similar concept at PI, locate laser on green spot for more yield, red for less yield. Input 2 would also include shifting colors as you dig deeper in the asteroid.

Now by combining these four classifications we get:

MG1/I1 – Input would have to be modified so that each time the MG was won, you get bonus ore. In this case, a mulitboxer would most likely run all the fleet on losing mode and win as he can to increase yield.

MG1/I2 – Same as above with the random bonus yield from moving lasers.

MG2/I1 – This would definitely kill multiboxing, as well as low/null/WH mining. Since this will require spending as much time watching your MG as you do watching D-Scan.

MG2/I2 – The input on this would have to be modified so that most of the asteroid was red, and red means no ore. This would be easier for low/null/WH since each interaction would only take a second to adjust. But because of the quick response to the changes in color, Input 2 would also be fairly easy to overcome with mulitboxing.

As for the other targeted groups, only MG2 impacts AFK miners, and all would increase interaction from players.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#56 - 2015-04-07 23:59:55 UTC
Kaarous Aldurald wrote:

Barges can have guns the moment they can't just generate income and assets out of thin air with zero resistance or effort.


uhhhh they don't, they just move goods and gather minerals, giving guns wouldn't change that.

incidentally things that do generate Isk and assets out of nothing with little to no effort include mission running drone / missile boats and they are well armed all things considered.

Quote:

Until then, they are nothing but targets, and targets they should remain.


actually would you care to explain why? just leaving them unarmed makes them A.- really boring to fly B.- really boring to shoot at and there really isn't a good reason for it.
Kaarous Aldurald
Black Hydra Consortium.
#57 - 2015-04-08 00:22:41 UTC
Tusker Crazinski wrote:

uhhhh they don't


They literally do create assets out of nothing. No effort, no risk, nothing involved but sitting there in a belt.

Anything that can do that should never be permitted to have guns.


Quote:

actually would you care to explain why? just leaving them unarmed makes them A.- really boring to fly B.- really boring to shoot at and there really isn't a good reason for it.


They are supposed to die.

"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.

Tusker Crazinski
Native Freshfood
Minmatar Republic
#58 - 2015-04-08 00:57:09 UTC
Kaarous Aldurald wrote:

They literally do create assets out of nothing. No effort, no risk, nothing involved but sitting there in a belt.

Anything that can do that should never be permitted to have guns.


I'm sorry what? bringing a mining fleet in to null, W-space, or low takes no effort? hell even in high sec the unapologetically OP Uber space police cant do **** about a talos gank..... I've done this on several occasions.

and adding guns and tank does not eliminate the risk at all, it just let's you actually fight back.

and really the ones that can generate wealth, would be the barges and those would be the ships favored by the industrial revolution, and well Skiffs and Porcs they're quite combat capable as is. Nothing game breaking happened, I dare say it made engaging mining fleets abit more.... interesting.

Quote:
They are supposed to die.
as is true for actually every ship in the game, but really why should productivity doom a ship to be boring and helpless.

Kaarous Aldurald
Black Hydra Consortium.
#59 - 2015-04-08 01:23:45 UTC
Tusker Crazinski wrote:
and well Skiffs and Porcs they're quite combat capable as is. Nothing game breaking happened, I dare say it made engaging mining fleets abit more.... interesting.


I would call what happened with Skiffs and Procurers game breaking. Now they're nigh invulnerable to smaller ships, taking yet more content away from the hands of people roaming around space.

That's not only not a good thing, it's a downright terrible thing. I'd roll that back in a heartbeat, given the chance.


Quote:
but really why should productivity doom a ship to be boring and helpless.


Why should any ship that can create assets out of the blue with no effort be armed according to the standards of a combat ship? Just get rid of every ship designation, and homogenize everything why not.

The answer to your question is that different ships are supposed to be different. Diversity is a good thing, and if you want a combat ship, fly one. If you want an industrial ship, fly one. But don't complain that your choice can't do everything, that's by design.

"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.

Mario Putzo
#60 - 2015-04-08 02:33:41 UTC
Mining income....ships mining more....

The problem is, the more folks mine, the more gets mined the less stuff is worth. So increasing anything to do with mining actually decreases your net profit margins.

What needs to happen is for consumption to rise, which it will likely do when Fozzie Sov kicks in. Of course you will be more so at the mercy of your local group of producers buying limit (if its cheaper to get it and transport it from elsewhere they will). Besides miners just got a big boost, Its now more profitable to mine, than it is to reprocess junk items. Which makes ore more valuable than mission loot.

Besides the average price of ore and minerals should rise soon, they have been trending below demand for several months. Some have already maintained increases week over week (namely NS ore/minerals). The nerf to gun mining sucked a lot of available mid and high tier ores out. Mining in NS and LS then selling in HS should become quite profitable moving forward...especially since HS has no access to NS minerals otherwise, and NS is going to be getting a considerable buff to becoming independent of HS low tiers.

Mining is going to be pretty profitable moving forward especially outside HS.