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Player Features and Ideas Discussion

 
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Making mining fleets more interactive

First post
Author
Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#41 - 2015-06-30 06:21:31 UTC
Maldiro Selkurk wrote:

If some crazy dictator orders the death of 100 thousand people you are saying his hands are clean because he didnt actually pull the trigger that killed them, even though he knew full well what his orders were going to result in, namely a lot of deaths


You've made an error with your analogy. I would not be the dictator but the dictator's advisor. Primary responsibility would be on the dictator's shoulders. Further, I am not recommending genocide of any type, merely change to how an activity is done.

Quote:

You admit your proposal would drive some miners out of their chosen form of game play but you want us to accept the your hands are clean of the result of your proposed change because "market forces" were the bad guys even though the only reason those forces developed was your suggestion. well it doesn't work that way. You forced miners out or their chosen profession because like that dictator you did care about them in the least.


You keep missing some points. First, the miners driven out would be the least committed to mining - the ones who look at the isk/effort or isk/hour to decide what to do for cash. Those that like mining will not be the ones leaving the market first.

Second, "drive" is a loaded word and perhaps too strong. There would be no one stopping them from continuing to mine, no armed guards keeping them out of asteroid fields. These people would look at mining and voluntarily choose to do otherwise.

Third, market forces are like the laws of physics. Once you push a rock off a cliff, it keeps rolling and things can happen that you didn't intend and didn't predict. They are amoral and they come into play in every single change that will ever happen in Eve. Buff a ship and its price goes up. Nerf a module and its price goes down. Change how things work and watch as things shuffle, new people in and some old people out.

Fourth, you don't account for new blood brought into mining by the changes. If all you care about is the number of miners, you need to wait until the full fallout has occurred before you decide if the net change is positive or negative.

Your analogy is chosen more or less to be inflammatory, but it is weak and obviously flawed. Stop comparing me to a genocidal dictator when a better analogy would be the financial advisor to a mining company. Yes, what I say can potentially cause changes, but there are a lot more shoulders bearing responsibility than mine alone. In this particular case, CCP would be primarily responsible for the changes, their actual economics advisor next, probably me next for suggesting things, the various mining corps for choosing to continue selling ore and drive prices down, and then the individual miners for deciding that there's a minimum profit for them to keep mining.

Reaver Glitterstim wrote:

I just had an idea sparked from reading the OP, but this one is far simpler: while mining there's a chance for the asteroid to have a surface explosion launching bits of ore into space which you quickly click to send out a mini-tractor beam and suck them into your cargo, much like the spilling of cargo cans that came out with the archaeology and codebreaking overhaul a while back.


There's a link in the OP to a "rock chips" idea that sounds very similar to that.

Ore spew would probably be as unpopular as loot spew was.
Raphendyr Nardieu
Avanto
Hole Control
#42 - 2015-06-30 11:47:53 UTC
Kyeudo Van'mynai wrote:

This has some promise. Reminds me a bit of the PI heat map, where you get more accurate results the better your skills are.
Mind if I add this to the OP?


Feel free to do that. I just like tossing ideas around for someone to refine them to actual ideas.

Kyeudo Van'mynai wrote:

While I don't want to disturb the level of activity required in mining too much, I'm solidly against anything that makes it easier to afk anything. If you are logged in and out in space, you should be interested enough to be at the keyboard.


Tried to think ways to keep currently play style as close as possible as there is people who like to do it while doing something else. Of course we could argue that encourages to have multiple mining accounts and do that dummy mining. So it might be ok to get rid of that and reward those who actually play the game. This is bigger question and I have no real answer for. It's CCPs problem to thing about. I just try to think from as many perspectives as I can.

Kyeudo Van'mynai wrote:

Are there other fleet roles that I'm forgetting that could have potential mirrors in a mining fleet?


Those sound good. I just tried to make a note about that the game play needs to be balanced between group and solo play. Of course good group needs to be more effective, but doing things solo, should be crappy either.
Raphendyr Nardieu
Avanto
Hole Control
#43 - 2015-06-30 11:54:16 UTC
Reaver Glitterstim wrote:

I just had an idea sparked from reading the OP, but this one is far simpler: while mining there's a chance for the asteroid to have a surface explosion launching bits of ore into space which you quickly click to send out a mini-tractor beam and suck them into your cargo, much like the spilling of cargo cans that came out with the archaeology and codebreaking overhaul a while back.


Basically, mini-games aren't a good approach. They might (like hacking), but things that are based around "do you click moving object fast enough" aren't. The original post has this as a port, but there is other ideas that I favor more.

I think a basic rule of thumb is that if you could write trivial code to do it for you, it is not fun. So it left us to do choices and guesses.

Any case, keep ideas coming.
Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#44 - 2015-07-01 19:23:53 UTC  |  Edited by: Kyeudo Van'mynai
I updated the opening post to reflect some of the feedback made so far.

I decided to brainstorm what sort of new gear might accompany this change, to demonstrate what new horizons we could have.

First off the top of my head is a new T2 Mining Frigate. Instead of being cloaky or warp stabbed, this one would have bonuses to sensor strength and survey scanner range. It would be a fast ship meant to quickly prospect an asteroid field.

The rock-ripper script (or possibly its own module) that I mentioned in the OP, of course, would enable someone to pre-process asteroids. Could be a good use for a Hulk, but would need to increase mining yield enough that getting rid of rock would be a profitable use of time.

A mining laser stabilization module could be added to reduce the chance that a cycle would cause an asteroid to fracture due to instability.

A tractor beam specifically for asteroids could be an option - perhaps longer range or a more rapid rate of pull.

I mentioned the possibility of prospecting lasers, designed to ignore traditional ores in favor of new rare minerals.

A new mining foreman link could be created, one that boosts the scanning accuracy of the survey scanner.

Directed Deposit Scanner - something like a target painter for asteroids, where the affected asteroid has a lower effective proportion of rock when determining how much ore a particular cycle yields.

Tractor drones - Drones which will go to the targeted object, tractor beam it, and bring it back and orbit your ship. Also good for salvaging.

Precision mining lasers - less total yield, but have increased bias away from rock. Used for mining asteroids with a large amount of rock.

James Zimmer suggested the possibility of multi-ore mining crystals, which would bias the laser towards any of two (or even more) types of ores. Probably should have a lower yield boost than the single type crystals.

Donnachadh wrote:

No complexity and nothing to do for players to support one another? Then you have never tried to manage a large mining fleet, oh excuse me I forgot you never got past the "there is no advantage to mine in a group" part so you would not understand anyway.


How to run a mining fleet:
Get an Orca or Rorqual to run fleet boosts.
Get a couple haulers.
Get a bunch of mining ships.
Label your jet cans for the haulers.
Lazer space rocks.

I have yet to hear anything that does not convince me that the above is the limit to the activity's complexity.

Quote:

Which ore best fills the current mineral needs for my production and which rocks in which belts have the highest percentage of that ore.
Or the time needed to track markets and contracts to know which ores / minerals will sell for the highest price giving you the maximum ISK return for your time spent.
Where do I have to go the get those ores and can I deliver them in time to fulfill a contract.


Trivial problems to solve. There are enough ore calculators, map sites, and market sites to let you punch in your requirements and cough up a solution in moments. Doing it in your head might be hard, but this Eve. We have third party applications for everything.

Quote:

There is a radically different mindset to miners and if you change mining to something you might enjoy then you ruin the parts of the game that they enjoy the most.


You do notice that goal #1 was to minimally disturb existing mining gameplay? Besides which, if the real draw of mining is managing the spreadsheet gymnastics, why does changing up the way mining is conducted in space actually matter? Excel still works just fine.

Quote:

Setting all of that aside why does every activity in EvE need to be set up in a way that fulfills your definition of engaging and fun?
EvE is a large universe and there is more than enough room to have activities in it that cater to all play styles and for all players mind sets. Which all comes back to why do you have to crap on someone else's favorite game play style just because you do not like it?


I'm not trying to crap on anyone's favorite game play, nor am I trying to make all activities cater to my preferred play style. I'm trying to broaden the existing activity, add some depth and nuance that might make it appeal to more than just the existing miners.
Maldiro Selkurk
Radiation Sickness
#45 - 2015-07-02 03:15:18 UTC
And you keep trying to dodge responsibilty for your actions as if by saying you are not responsible is enough to alleviate you of the consequences of your actions and it doesnt work that way.
btw, my anology was spot on your lack of understanding, not withstanding.

yes, if we drive the income of any activity into the dirt players will stop doing it but it will be based not on the least dedicated but the smartest that reluctantly gave up on their chosen gaming style because you chose to trash it, because you dont do it. Its always easy to destroy that in which you have no vested interest.

My earlier comment that sometimes fresh eyes can add something to a conversation is true but not in your case it seems.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#46 - 2015-07-02 19:59:07 UTC  |  Edited by: Kyeudo Van'mynai
Maldiro Selkurk wrote:
And you keep trying to dodge responsibilty for your actions as if by saying you are not responsible is enough to alleviate you of the consequences of your actions and it doesnt work that way.
btw, my anology was spot on your lack of understanding, not withstanding.


While I appreciate the bump to this thread, you really do need to take a long look at your own arguments. You might be able to try comparing me to someone marching in a white supremacist parade or one of those treehuggers that would rather have humans starve instead of letting a turtle go extinct, but genocidal dictator isn't a viable comparison to a guy suggesting a change to mining in a video game. Please stop before you Godwin this thread.

Quote:

yes, if we drive the income of any activity into the dirt players will stop doing it but it will be based not on the least dedicated but the smartest that reluctantly gave up on their chosen gaming style because you chose to trash it, because you dont do it. Its always easy to destroy that in which you have no vested interest.


For the fifty-seventh-and-a-half time, it is impossible for any change to mining to drive its income into the dirt. As long as mining remains the only viable source of most minerals, there is a limit to how low the market will allow mining to fall. Short term, events can cause a crash, but prices will always rebound to some sustainable level. As prices drop, the supply side will shrink until supply is once again meeting demand. If events cause it to shirk too fast, there then ends up a shortage, prices rise rapidly, people start mining again, and supply rises to meet demand.

Further, why would the smart people be the first out? If they like mining, they'll be smart enough to see that they just need to organize to stay competitive. They are the ones that will find ways to undercut competition and stay relevant. The mindless button clickers are the ones who will get crushed under the market glacier, while the profiteering bailed at the first sign of trouble.

If I wanted to kill mining as a profession, I'd suggest bringing back drone alloys, so that reprocessing loot is a viable alternative to lasering space rocks when it comes to building that Titan. That would truly drop mineral prices into the toilet and flush it down the drain. Incidentally, that was why drone alloys were removed from the game, so CCP is smart enough to figure this stuff out occasionally. Maybe you should pay attention and learn something.
Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#47 - 2015-07-05 06:35:36 UTC
A thought occurs to me: Perhaps dangerous minerals could actually be a thing. Suppose you have highly unstable asteroids that contain some sort of explosive mineral. If the rock breaks, it explodes like a bomb and none of the volatile mineral survives in the remaining fragments. Bring logi when you mine those fields.
Kiddoomer
The Red Sequence
#48 - 2015-07-05 09:11:56 UTC
Kyeudo Van'mynai wrote:
A thought occurs to me: Perhaps dangerous minerals could actually be a thing. Suppose you have highly unstable asteroids that contain some sort of explosive mineral. If the rock breaks, it explodes like a bomb and none of the volatile mineral survives in the remaining fragments. Bring logi when you mine those fields.


Something a little like Mercoxit gas ? That could make the Deep core mining skill useful for something outside mercoxit, which is pretty useless to have above 3.

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

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#49 - 2015-07-05 10:28:51 UTC
Kiddoomer wrote:
Kyeudo Van'mynai wrote:
A thought occurs to me: Perhaps dangerous minerals could actually be a thing. Suppose you have highly unstable asteroids that contain some sort of explosive mineral. If the rock breaks, it explodes like a bomb and none of the volatile mineral survives in the remaining fragments. Bring logi when you mine those fields.


Something a little like Mercoxit gas ? That could make the Deep core mining skill useful for something outside mercoxit, which is pretty useless to have above 3.


Rename it to high volatility mining or similar, could be useful with the comet mining idea for gather gas hydrides from the corona, the kind of things that sublimate very rapidly if heated. That could blast chunks of rock off with a finite lifespan before they disintegrate. Then the player would have to choose whether to follow the main body or the high value roid and then reacquire the main body again after.
Raphendyr Nardieu
Avanto
Hole Control
#50 - 2015-07-06 15:36:10 UTC
Kyeudo Van'mynai wrote:
A thought occurs to me: Perhaps dangerous minerals could actually be a thing. Suppose you have highly unstable asteroids that contain some sort of explosive mineral. If the rock breaks, it explodes like a bomb and none of the volatile mineral survives in the remaining fragments. Bring logi when you mine those fields.


Instead of linking the dangerous to minerals, could the asteroids be more dangerous. All these more dangerous asteroids contain better yield of minerals in them, thus giving better profit, but more danger. Of course some minerals are restricted to only these more dangerous ones, but mining even scordite would be more rewarding.

Related thoughts:

Module, script or crystal that maximizes the yield, but also makes the asteroid explode more often and wise versa.

Could the asteroid be more volatile when there is more mining lasers mining it? Idea is that when the asteroid is heated (mining lasers) it would become more volatile. When the asteroid is at temperature X it would have change of Y to create explosion. This way it could be possible to mine these better more dangerous asteroids with venture for few cycles each with pretty low risk. Of course if the explosion would happen, you lose the hole ship. Problems: Indicating the temperature of the asteroid (through scanner?), code complexity...
Civ Kado
State War Academy
Caldari State
#51 - 2015-07-06 17:09:19 UTC
Quote:
I don't mine


stopped right there. First off, this is a sandbox, you make it as exciting as you want. And there are plenty of ways to do that.
Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#52 - 2015-07-06 19:29:20 UTC
Civ Kado wrote:

stopped right there. First off, this is a sandbox, you make it as exciting as you want. And there are plenty of ways to do that.


Then, by all means, please elaborate. How do you make stationary space rocks exciting?

Also, it is considered polite to actually read and at least attempt to understand an idea before judging it. To do otherwise is the definition of close-mindedness.
Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#53 - 2015-07-07 16:17:53 UTC
Kiddoomer wrote:

Something a little like Mercoxit gas ? That could make the Deep core mining skill useful for something outside mercoxit, which is pretty useless to have above 3.


I didn't know that already existed. Could be a good way to tie in to existing lore and mechanics.

Raphendyr Nardieu wrote:

Instead of linking the dangerous to minerals, could the asteroids be more dangerous. All these more dangerous asteroids contain better yield of minerals in them, thus giving better profit, but more danger. Of course some minerals are restricted to only these more dangerous ones, but mining even scordite would be more rewarding.


This has some promise. It seems to offer more specialization potential in the mining business than the existing model. Some people dare the high-risk, high-reward fields (probably in nullsec as well), others go with the sure thing.

Quote:

Module, script or crystal that maximizes the yield, but also makes the asteroid explode more often and wise versa.


I like it. That would make having a salvage ship around with tractor beams almost a necessity, but would certainly boost fleet ore yield.

Quote:

Could the asteroid be more volatile when there is more mining lasers mining it? Idea is that when the asteroid is heated (mining lasers) it would become more volatile. When the asteroid is at temperature X it would have change of Y to create explosion. This way it could be possible to mine these better more dangerous asteroids with venture for few cycles each with pretty low risk. Of course if the explosion would happen, you lose the hole ship. Problems: Indicating the temperature of the asteroid (through scanner?), code complexity...


Chance to break is per mining laser cycle, much like your chance to salvage a wreck, so four lasers on the same rock would result in the rock *probably* breaking much sooner than one that only has a single mining laser on it. If you instead mean that having four lasers would give the rock a much higher chance per laser cycle of breaking, I don't think that is a desirable trait. It encourages people to spend longer amounts of time aiming lasers at space rocks instead of doing something active.
Raphendyr Nardieu
Avanto
Hole Control
#54 - 2015-07-08 12:03:47 UTC
Kyeudo Van'mynai wrote:


Raphendyr Nardieu wrote:

Could the asteroid be more volatile when there is more mining lasers mining it? Idea is that when the asteroid is heated (mining lasers) it would become more volatile. When the asteroid is at temperature X it would have change of Y to create explosion. This way it could be possible to mine these better more dangerous asteroids with venture for few cycles each with pretty low risk. Of course if the explosion would happen, you lose the hole ship. Problems: Indicating the temperature of the asteroid (through scanner?), code complexity...


Chance to break is per mining laser cycle, much like your chance to salvage a wreck, so four lasers on the same rock would result in the rock *probably* breaking much sooner than one that only has a single mining laser on it. If you instead mean that having four lasers would give the rock a much higher chance per laser cycle of breaking, I don't think that is a desirable trait. It encourages people to spend longer amounts of time aiming lasers at space rocks instead of doing something active.


Oh. Yes. That is true. When there is 10 ventures mining a single rock, there is more often mining cycle that could explode the asteroid.

My idea was more like when you mine more powerfully the asteroid it has bigger change on cycle to explode. This need to be considered as mining lasers (used on venture) have about 1/3 the cycle of strip miners (used in barges and above). Thus mining with venture would be riskier than with barge because there would be 3 times the check for explosion.
Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#55 - 2015-07-08 19:23:54 UTC
Raphendyr Nardieu wrote:

Oh. Yes. That is true. When there is 10 ventures mining a single rock, there is more often mining cycle that could explode the asteroid.

My idea was more like when you mine more powerfully the asteroid it has bigger change on cycle to explode. This need to be considered as mining lasers (used on venture) have about 1/3 the cycle of strip miners (used in barges and above). Thus mining with venture would be riskier than with barge because there would be 3 times the check for explosion.


Oh, I see. You are worried about the differences in cycle times. The simplest solution would seem to be to standardize the cycle times between lasers. Another option, if other balance concerns prevent the first option from being viable, is to give standard mining lasers a reduction in fracture chance.
Maldiro Selkurk
Radiation Sickness
#56 - 2015-07-08 20:06:56 UTC  |  Edited by: Maldiro Selkurk
Kyeudo Van'mynai wrote:
Maldiro Selkurk wrote:
And you keep trying to dodge responsibilty for your actions as if by saying you are not responsible is enough to alleviate you of the consequences of your actions and it doesnt work that way.
btw, my anology was spot on your lack of understanding, not withstanding.


While I appreciate the bump to this thread, you really do need to take a long look at your own arguments. You might be able to try comparing me to someone marching in a white supremacist parade or one of those treehuggers that would rather have humans starve instead of letting a turtle go extinct, but genocidal dictator isn't a viable comparison to a guy suggesting a change to mining in a video game. Please stop before you Godwin this thread.

Quote:

yes, if we drive the income of any activity into the dirt players will stop doing it but it will be based not on the least dedicated but the smartest that reluctantly gave up on their chosen gaming style because you chose to trash it, because you dont do it. Its always easy to destroy that in which you have no vested interest.


For the fifty-seventh-and-a-half time, it is impossible for any change to mining to drive its income into the dirt. As long as mining remains the only viable source of most minerals, there is a limit to how low the market will allow mining to fall. Short term, events can cause a crash, but prices will always rebound to some sustainable level. As prices drop, the supply side will shrink until supply is once again meeting demand. If events cause it to shirk too fast, there then ends up a shortage, prices rise rapidly, people start mining again, and supply rises to meet demand.

Further, why would the smart people be the first out? If they like mining, they'll be smart enough to see that they just need to organize to stay competitive. They are the ones that will find ways to undercut competition and stay relevant. The mindless button clickers are the ones who will get crushed under the market glacier, while the profiteering bailed at the first sign of trouble.

If I wanted to kill mining as a profession, I'd suggest bringing back drone alloys, so that reprocessing loot is a viable alternative to lasering space rocks when it comes to building that Titan. That would truly drop mineral prices into the toilet and flush it down the drain. Incidentally, that was why drone alloys were removed from the game, so CCP is smart enough to figure this stuff out occasionally. Maybe you should pay attention and learn something.

Since you dont mine I'll tell you that the recent ore distribution changes have permanently dropped the prices of highsec ore and it WILL stay down, again your lack of understanding of the situation notwithstanding. So, there are in fact ways to permanently destroy income for a portion of the game playing populace, in fact your own example of CCP removing drone alloy recycling shows that not only can income for a portion of the populace be permanently dropped but it can be permanently raised as well, it is just that your idea will drop it and given its already dismal state that is unacceptable.

If i permanently drop your income no amount of genius is going to make you as profitable as you used to be, perhaps more profitable than some but intellect doesn't overcome core game mechanics that destroy profit at its baseline.

p.s. While denial of fact has never been accepted as a legitimate argumentative form i applaud your use of it anyways as it has proven effect time and time again.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Lugues Slive
Diamond Light Industries
gold fever
#57 - 2015-07-09 01:27:32 UTC
Mining is one of the few Active Supply vs. Demand professions consisting of Casual Miners and Professional Miners. Every so often, someone comes along with an idea for a "Feature" to improve mining. These "Features" typically come in two flavors; improve entertainment value of mining to get new players involved or require interaction to reduce AFK/Multiboxing.

If implemented, the first version might entice more Casual Miners, which would increase ore supply. Without a corresponding increase in demand, this would cause a decrease in ore value. Once the entertainment factor no longer outweighs the lack of income, miners will stop mining. Causing the market to stabilize. Most likely, the miners that will quite will be the Casual Miners who have not the vested interest in mining.

If the second version was implemented, many multiboxers would quit. This would cause an increase in ore value, which would entice more Casual Miners to mine, and the market would settle. The only issue I could see with this is the lack of baseline stability from the Professional Multiboxer mining fleets, the ore market could become unstable.

The only effective way to increase the value of ore, and therefore the attraction of the profession, is to increase the demand for ore. This can be seen by the significant increase in the value of null sec ore after the demand for Zyd and Mega was doubled artificially by CCP.
Ben Ishikela
#58 - 2015-07-09 08:39:53 UTC
Lugues Slive wrote:
(...)
If the second version was implemented, many multiboxers would quit. This would cause an increase in ore value, which would entice more Casual Miners to mine, and the market would settle. The only issue I could see with this is the lack of baseline stability from the Professional Multiboxer mining fleets, the ore market could become unstable.
(...)

For me, an unstable ore market is a good thing. It gets interesting then.

However there is a third option, that some dont see. There is the value of ore supply in the form of asteroids.
Currently they exist in great abundance around all of space. Ergo only Isk/hour really is a balance factor here, it cannot get better than the minimum isk/hour that multiboxers are willing to spend.

So i would do it like this:
constant: maxORE (value of constant asteroid supply around the universe)
parameter: currentORE
if currentORE >= maxORE, nothing is going to respawn.
if currentORE < maxORE, ..
.. pick a random system (equal distribution results in: the many nullsec systems have higher propability)
.. pick a suitable ore type for that system.
.. spawn a rock of that type in that system at a random belt.
Now adjust maxORE to match: demand(sum of all manufactoring jobs)+50%(or some other buffersize).
Get rid of mining anomalies, unless you find a way to fix them into this.
Truesec Systems and Systems which are upgraded by an Ore Prospecting Array have a higher possibility for being picked.
---
==> less ore available to mine ==> more prospecting/scouting/traveling needed (this is an activity effort and cannot be done so easily with mbox) ==> higher ore prices. ("but" and "because" they are harder to find)
==> where much is mined, there is less to find. (on average)
also more competition in highsec.==> more incentive to leave highsec to go mining elsewhere.
(just what my humble mind is predicting)
---
Now do something similar with NPC respawn rates. (maxGlobalNPC or maxFactionNPC amounts for ceiling)

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#59 - 2015-07-09 16:23:14 UTC
Ben Ishikela wrote:

.. spawn a rock of that type in that system at a random belt.
Now adjust maxORE to match: demand(sum of all manufactoring jobs)+50%(or some other buffersize).
Get rid of mining anomalies, unless you find a way to fix them into this.
Truesec Systems and Systems which are upgraded by an Ore Prospecting Array have a higher possibility for being picked.
---
==> less ore available to mine ==> more prospecting/scouting/traveling needed (this is an activity effort and cannot be done so easily with mbox) ==> higher ore prices. ("but" and "because" they are harder to find)
==> where much is mined, there is less to find. (on average)
also more competition in highsec.==> more incentive to leave highsec to go mining elsewhere.
(just what my humble mind is predicting)
---
Now do something similar with NPC respawn rates. (maxGlobalNPC or maxFactionNPC amounts for ceiling)


Not only would this be terribly painful in terms of processing to code (tracking the mineral value of all ore currently sitting in space is a big task, as is tracking the mineral value of all items in production), but artificial limits on maximum supply sets a maximum number of players allowed to be miners and that's just not elegant.
Kyeudo Van'mynai
Center for Advanced Studies
Gallente Federation
#60 - 2015-07-10 23:59:36 UTC
Maldiro Selkurk wrote:

Since you dont mine I'll tell you that the recent ore distribution changes have permanently dropped the prices of highsec ore and it WILL stay down


Great. Move to nullsec. We need more miners to help keep up the mining index for key systems.

Quote:

So, there are in fact ways to permanently destroy income for a portion of the game playing populace, in fact your own example of CCP removing drone alloy recycling shows that not only can income for a portion of the populace be permanently dropped but it can be permanently raised as well, it is just that your idea will drop it and given its already dismal state that is unacceptable.

If i permanently drop your income no amount of genius is going to make you as profitable as you used to be, perhaps more profitable than some but intellect doesn't overcome core game mechanics that destroy profit at its baseline.


One thing you seem to be overlooking is that, while ore prices may drop, income may not. After all, mining income is ore volume multiplied by ore price and the reason ore prices would be dropping is a higher amount of ore volume. This is a natural compensation mechanism in the marketplace. Once manufacturing volume upticks due to cheaper minerals, demand should find a comfortable level and mining income may only fluctuate briefly.

Another point to bring up is that the volume increase isn't exactly a given. I am suggesting adding a new element of inefficiency to the process in the form of waste rock. Attempting to avoid waste rock will increase the current inefficiency of travel time between asteroids. These inefficiencies will mean that increases in ore volume reaching the market will probably be smaller than you are expecting, especially at first.

We'd need some actual numbers to even begin to figure out the full ramifications, but this change is far from the pure "gloom and doom" that you want to imply that it is.