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New Mining Mechanic

Author
Sister Stetille
Doomheim
#1 - 2017-06-06 05:04:58 UTC
TL;DR – Turn mining into old Relic/Data site loot spew and drones into loot collectors.

Mining can be boring and is far too easy to multibox. Right now the only interaction that is needed is to lock new targets, restart lasers, and empty ore bay. My idea is to redesign the entire process to provide more minerals by interacting with the game more. This will hopefully also reduce the amount of characters a single player can effectively use simultaneously.

Mining Lasers

Mining lasers now both break up asteroids and tractor the ore particles into your hold automatically. My idea is to take away the latter function. Instead, mining lasers will break off chunks of ore, say 100 m3 each, from the asteroid. These chunks would be free to loot by all and would float near the asteroid for up to an hour. These chunks can be collected by clicking on them if you are in range. Because they are free to loot, random players could come in and “steal” ore from AFK miners.

Mining Drones

Mining drones would be completely reworked to be ore chunk collectors. When they are activated, they fly around the miner collecting the nearest ore chunk to them and returning it to the ore bay. These drones would be designed to not be able to keep up with the ship that they are linked to. They would collect at a rate approximately half of the ships capability, requiring additional interaction to mine at full capacity.

Porpoise/Orca/Rorqual

The change to mining drones would have a huge change to the mining aspect of these ships. Now they would not be able to mine on their own, but would rather be designed as large ore collectors capable of reducing the clickfest of the miners in their fleet. Their bonuses could be changed to drone speed, drone quantity, or number of chunks they can collect before needing to empty. The bonus could be designed to keep up with increasing numbers of miners.

This would help remove the issue that CCP has been having on balancing the Rorqual and return these ships to their original purpose as mining support ships.

Additional Content

A new deployable Mining Tractor Beam could be added that would automatically target and collect ore chunks near it. Like the existing MTU, it could have a long range, slow lock, and be free to kill. This could be used to aid in the cleanup of your ore chunks, but would not be the best item to leave in random belts hoping to “steal” from others.

An ORE hauler could also be added that has bonuses to mining drones and has a large ore hold, but has no other abilities. It could come in several sizes so that they could be balanced to support different numbers of miners.

Ice

The only way to make ice work in this manner is to reduce the size of ice blocks, but increase the amount needed for 1 refine. Basically a wash in the end, but allows you to break off small ice chunks.

Final Thoughts

This concept would not require players to interact more or even remove multiboxing. With the proper mixture of mining ships and collection ships, this might even reduce the amount of interaction required. But to accomplish this, you would need to run additional alts to fill the role of collectors which would then make multiboxing less profitable.

Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#2 - 2017-06-06 06:05:03 UTC
hmmmm,

in highsec...
3-4 Procs, no need for skiffs anymore just go cheap
10 Brick tanked Orcas.......

I dont see the point, this would not change things much at all.
waste of Dev time.
-1
Teckos Pech
Hogyoku
Goonswarm Federation
#3 - 2017-06-06 06:38:23 UTC
Sister Stetille wrote:
TL;DR – Turn mining into old Relic/Data site loot spew and drones into loot collectors.

Mining can be boring and is far too easy to multibox. Right now the only interaction that is needed is to lock new targets, restart lasers, and empty ore bay. My idea is to redesign the entire process to provide more minerals by interacting with the game more. This will hopefully also reduce the amount of characters a single player can effectively use simultaneously.

Mining Lasers

Mining lasers now both break up asteroids and tractor the ore particles into your hold automatically. My idea is to take away the latter function. Instead, mining lasers will break off chunks of ore, say 100 m3 each, from the asteroid. These chunks would be free to loot by all and would float near the asteroid for up to an hour. These chunks can be collected by clicking on them if you are in range. Because they are free to loot, random players could come in and “steal” ore from AFK miners.

Mining Drones

Mining drones would be completely reworked to be ore chunk collectors. When they are activated, they fly around the miner collecting the nearest ore chunk to them and returning it to the ore bay. These drones would be designed to not be able to keep up with the ship that they are linked to. They would collect at a rate approximately half of the ships capability, requiring additional interaction to mine at full capacity.

Porpoise/Orca/Rorqual

The change to mining drones would have a huge change to the mining aspect of these ships. Now they would not be able to mine on their own, but would rather be designed as large ore collectors capable of reducing the clickfest of the miners in their fleet. Their bonuses could be changed to drone speed, drone quantity, or number of chunks they can collect before needing to empty. The bonus could be designed to keep up with increasing numbers of miners.

This would help remove the issue that CCP has been having on balancing the Rorqual and return these ships to their original purpose as mining support ships.

Additional Content

A new deployable Mining Tractor Beam could be added that would automatically target and collect ore chunks near it. Like the existing MTU, it could have a long range, slow lock, and be free to kill. This could be used to aid in the cleanup of your ore chunks, but would not be the best item to leave in random belts hoping to “steal” from others.

An ORE hauler could also be added that has bonuses to mining drones and has a large ore hold, but has no other abilities. It could come in several sizes so that they could be balanced to support different numbers of miners.

Ice

The only way to make ice work in this manner is to reduce the size of ice blocks, but increase the amount needed for 1 refine. Basically a wash in the end, but allows you to break off small ice chunks.

Final Thoughts

This concept would not require players to interact more or even remove multiboxing. With the proper mixture of mining ships and collection ships, this might even reduce the amount of interaction required. But to accomplish this, you would need to run additional alts to fill the role of collectors which would then make multiboxing less profitable.



Going to make the same point I made in the other mining improvement thread:

Perhaps the boring low attention requirement of mining is a feature not a bug. Get in your procurer/skiff, find a nice belt, turn on the tank, lock up some rocks. take a sip of your preferred alcoholic beverage, activate your lasers, activate Netflix, periodically dump cargo hold into your alt's hauler.

This suggestion is going to just result in a new boring form of game play where you CAN'T watch Netflix (Amazon Prime, a DVD, etc.).

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Rawketsled
Generic Corp Name
#4 - 2017-06-06 07:27:55 UTC
Some people like the passivity of mining. I once saw a post where someone used mining as their chill hangover recovery activity for when the previous night's drinking was a little too much for their live to handle. As Teckos said, it’s a feature, not a bug. Nobody cares if you think it’s boring – that’s a subjective judgement. People have their own tastes and we all have to accept that. Your Mining Tractor Unit makes everything very AFK-friendly. It ruins the concept of loot-spew rocks quite quickly.

But as you say – it’s far too easy to multibox (as are VNIs). My answer to this is to a very large degree the same as what you came up with. The goal is scale mining income by effort put in, not by SP, and most certainly not by number of alts.

Anyhow, in your post you've left out a few key things...

  1. There's a difference between Mining Lasers, and Strip Miners, and the Deep Core variants of each. You've neglected that completely.
  2. Skills, and Mining Crystals did not get a mention. How does their functionality change with this?
  3. Mining Laser Upgrades.
  4. Deep Core Mining.



Therefore, what I propose is that you have a greater differentiation between Miners in Strip Miners. Everyone who's opposed to this idea will breathe easier once they reach the skills part below.

Mining Lasers (the frigate size ones) function as you say. Breaking off little rocks of ore that can be scooped. The Venture is fast, and agile, and will have zero problem scooping rocks. This applies to frigate sized ice miners.

T1 Strip Miners are just bigger versions of frigate miners.

T2 Strip Miners both act as they do now, and generate little scoopable asteroids. The amount they magic into their ore-bay is dependent on three things;

  1. Whether you have the correct crystal installed. No/wrong crystal: everything goes into little rocks. T1 crystal: you get some magic and some rocks. T2 crystal: you get more magic and smaller rocks.
  2. Mining Barge Skill (see below).
  3. Astrogeology Skill (see below).

Demonstratory numbers that I’ve plucked out of my arse are T1 Crystals get +25% magic, and T2 Crystals get +35% magic.

This looks like a heavy nerf to Mining Barges and Exhumers. And to a degree it is. I’m proposing a large amount of inefficiency be added to the mining process (independent of the inefficiency in reprocessing). To get that efficiency back, you need to use drones, or call for a few buddies in Ventures.

Deep Core Mining (Mercoxit mining) should remain mostly unadjusted. The problem with having drones run around so much is that Mercoxit rocks explode frequently and will pretty quickly kill drones flitting about.
I’d go as far as expanding the use of Deep Core Miners to non-Mercoxit rocks. They mine at their current slow-as-balls rate, but produce no chunks. If you don’t want to run drones, or fly close enough to scoop manually, but don’t want to have loads of wastage, then switching to these mining lasers is the way to go.


Drones

These are just reworked salvage drones. This is great: smaller development cost from CCP as the work is partly done already. The two key attributes that for them are; scoop-volume, and speed. These together with range determine overall mining rate.

When you look at the build-requirements of Excavator drones, you’ll see that they’re built out of strip mining lasers. With the expense and SP requirement to use them, I genuinely believe Excavators should keep mining rocks by themselves. CCP should turn them into mining Fighter squadrons (doing the exact same sub-division they did with Fights/Bombers when they did the carrier rework).

This allows Excavators to take more granular attrition, and lessens the financial impact on them getting shot.

Now that they fall into the new Fighter system, they need three special abilities:

  • Mine,
  • Scoop,
  • Prop.


But most importantly, it means they need to be heavily micromanaged to get the most out of them. This is what CCP should have done all along, as it prevents Rorqual mining from scaling indefinitely, and prevents an alliance I won’t name from mining 6 Trillion ISK worth of ore in a month.



Skills

Right now, all mining skills are just variants of mine faster. Unlike Gunnery or Missile skills, where you have projection and application to skill, mining is just all one direction: up. CCP could add more skills here, and that’s something I’m okay with, but I won’t be proposing any new skills here. Just reworking the existing skills.

Mining

The Mining skill makes bigger chunks, but doesn't affect cycle-time.

Astrogeology

When untrained, all ore mined goes into scoopable rocks. When trained fully, 75% goes into scoopable rocks. 25% gets magic'ed into your ore-hold like the current system does.

Ice Harvesting

Increases the cycle speed of ice harvesters (all types). The granularity of ice means that you can’t really put more units of ice into little rocks to be scooped. Just going to have to deal with more little rocks instead.

Mining Barge

Change all per-level ore mining bonuses into per-level bonuses for the amount of ore magic’ed into the ore hold.
EXAMPLE: A max-skill (Mining Barge V, and Astrogeology V) Procurer with T1 Strip Miners will suck 35% of the ore mined into its cargo hold, leaving 65% in little rocks. Using a T2 Strip Miner, with a T2 Crystal will bring the ore left in rocks all the way down to 25%.

Exhumers

Bonuses stay the same: they’re pretty ship specific.

Mining Drone Operation/Ice Harvesting Drone Operation

Increase in volume scooped.

Mining Drone Specialisation/Ice Harvesting Drone Specialisation

Increase in drone velocity.
Black Pedro
Mine.
#5 - 2017-06-06 07:56:27 UTC  |  Edited by: Black Pedro
Teckos Pech wrote:
Going to make the same point I made in the other mining improvement thread:

Perhaps the boring low attention requirement of mining is a feature not a bug. Get in your procurer/skiff, find a nice belt, turn on the tank, lock up some rocks. take a sip of your preferred alcoholic beverage, activate your lasers, activate Netflix, periodically dump cargo hold into your alt's hauler.

This suggestion is going to just result in a new boring form of game play where you CAN'T watch Netflix (Amazon Prime, a DVD, etc.).
I generally agree with this, but it seems like mining does suffer from a lack of options for the miner to compete or expend effort. At some point, early on too, the only way to become a "better" miner is to start multi-boxing. This must be crushing (no pun intended) for a newbie miner to realize the only way he can compete with the big boys is to run as many accounts as his computer can handle and probably freezes out many potential players that either on philosophical grounds, or due to hardware limitations, choose not to take that path.

There are some exceptions to this, like wormhole gas mining, where risk and effort are rewarded, but largely mining is completely passive. I don't think that base gameplay should be thrown out, even the multi-box-ability of it given some people seem to like that, but I see no reason why some of the ideas in the OPs couldn't be layered on top of mining to give a high-activity/high-reward type of game play that can be done with a single account. Optimistically, one might have hoped the "mining update" mentioned to in the Eve update leak a few months ago might refer to something like that, and I was speculating that the year delay in the release of the Refining Platforms could mean they would arrive with some additional active mining gameplay (other than moons of course), but given we heard not a peep at FanFest I am no longer so sure. In fact, one wonders exactly what they are working on given how little has come out, and is announced to arrive this calendar year.

Still, mining is an area of the game with lots of room for improvement, and a place where multiple systems could co-exist if balanced correctly from almost completely passive, to frantic 100-APM click-fest mini-games with moving asteroids and laser aiming, each rewarding ore in various amounts and forms. It is also probably bad game design (and deleterious for general game activity) to have optimal mining require significant consumption of PLEX from the market by a single player who uses them to field massive fleets of silent and inert mining ships, rather than put the PLEX in the hands of more players who just want to use them to PLEX one or two accounts and engage in more interactive game play.
Kiddoomer
The Red Sequence
#6 - 2017-06-06 09:34:50 UTC  |  Edited by: Kiddoomer
A very well made suggestion, I like the idea and the improvements added by Rawketsled. As said removing the way we have now to mine is probably not a good idea, but adding this one next could make wonders to the profession.

I wonder if your idea and some effects from skills could include a way to make use of these +5% and +10% variants of asteroids, with a skills or/and the crystals augmenting the quantity appearing of these bonus ore variants, replacing the standard ore that would have poped around the roid or went into the hold.

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

Donnachadh
United Allegiance of Undesirables
#7 - 2017-06-06 13:46:51 UTC
Perhaps CCP has not changed mining over all the years because there simply is no better option.

Make mining more player interactive and you reduce the amount of ore mined per unit of time and that will drive up the costs for everything for sale in EvE. Would that be good for the game overall, or bad? Would it affect the new players more than us rich vets if so is that good or bad for the game as a whole?

If your new system does not reduce amount mined per unit of time then how does that affect those willing to risk the ban hammer by using bots? In a quick look this idea seems that it would benefit those who would use bots significantly more than it would benefit those who actually do actively mine.

And what about those players who actually sit at the keyboard and actively mine now how would this affect them?
More time fiddling with things required to mine means less time available to do safety related tasks like checking d-scan and watching local just to name a few. One has to wonder is making those who are actually at the keyboard actively mining more vulnerable an intended part of the plan, or is that one of those things you did not think about?
Cade Windstalker
#8 - 2017-06-06 13:51:16 UTC
Not really a fan of this, it doesn't in any way meaningfully improve the gameplay of mining, requires far more clicking for no additional challenge or real interaction beyond a special overview and a lot of button mashing, and has a pretty high potential for lag with all the objects flooding a grid.
Axure Abbacus
Center for Advanced Studies
Gallente Federation
#9 - 2017-06-06 14:43:50 UTC
Mining is (was) the pain of getting something new. It is the salt in your wound for losing a ship in hopes to will learn from the experience. It will not be quick, and you will not enjoy it. It's why bot mining is banned. Eat more kale.

-CCP could make it enjoyable...by blowing up npc miners and looting their gooey remains?
-Scrap metal Reprocessing is a way that you can run missions and mine modules.
-You could ransom your fellow miners for their cargo?
-They could bring back rogue drone alloys?

___found it___Here!

***Brought to you by Pentex Subsidiaries-Advancing Quantitative Destruction***

Dark matter Implosion Mining bombs for your stealth bomber. (Que background applause)

Converts asteroids and any wrecks in the AOE into Rogue drone alloy. Its like pit mining space with ANFO and the tears of your enemies. Coming soon* to your ORE faction LP store.

It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid.

Frostys Virpio
State War Academy
Caldari State
#10 - 2017-06-06 15:16:12 UTC
Teckos Pech wrote:


Going to make the same point I made in the other mining improvement thread:

Perhaps the boring low attention requirement of mining is a feature not a bug. Get in your procurer/skiff, find a nice belt, turn on the tank, lock up some rocks. take a sip of your preferred alcoholic beverage, activate your lasers, activate Netflix, periodically dump cargo hold into your alt's hauler.

This suggestion is going to just result in a new boring form of game play where you CAN'T watch Netflix (Amazon Prime, a DVD, etc.).


While you might be right about the current design and CCP's intention, I can't really figure why a designer would make a core part of the economy such a boring endeavor. It's literally required that at least part of the player base deal with that game play as the whole economy would grind to a halt if nobody did. You should not design such core game feature to be boring on purpose IMO...
Teckos Pech
Hogyoku
Goonswarm Federation
#11 - 2017-06-06 20:04:40 UTC
Frostys Virpio wrote:
Teckos Pech wrote:


Going to make the same point I made in the other mining improvement thread:

Perhaps the boring low attention requirement of mining is a feature not a bug. Get in your procurer/skiff, find a nice belt, turn on the tank, lock up some rocks. take a sip of your preferred alcoholic beverage, activate your lasers, activate Netflix, periodically dump cargo hold into your alt's hauler.

This suggestion is going to just result in a new boring form of game play where you CAN'T watch Netflix (Amazon Prime, a DVD, etc.).


While you might be right about the current design and CCP's intention, I can't really figure why a designer would make a core part of the economy such a boring endeavor. It's literally required that at least part of the player base deal with that game play as the whole economy would grind to a halt if nobody did. You should not design such core game feature to be boring on purpose IMO...


I'm guessing because making it less boring is not really feasible. I mean...you are shooting rocks. Shooting NPCs is pretty boring too and they shoot back and move around.

My guess is to make mining more exciting it will require something other than playing around with how mining works. Most suggestions are along the lines of a mini-game (oh joy a boring click-fest) or in this case...chasing down a piece of rock you cut off the asteroid.

But then again...there is no shortage of ore/minerals. While yes they are a fundamental aspect of the game economy people are quite willing to provide those resources....so working as intended or at least working...?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nevyn Auscent
Broke Sauce
#12 - 2017-06-06 20:12:20 UTC
Frostys Virpio wrote:

While you might be right about the current design and CCP's intention, I can't really figure why a designer would make a core part of the economy such a boring endeavor. It's literally required that at least part of the player base deal with that game play as the whole economy would grind to a halt if nobody did. You should not design such core game feature to be boring on purpose IMO...

Because there is no way to make a bulk task exciting in a direct manner, you just turn it into an RSI inducing task instead if you have things like loot spew. It was bad enough for explorers which was why it got removed, miners would have it ten times worse.
The boring aspect needs to be countered in other ways such as belt rats not being so laughable in most areas of space, if a single afk T1 drone from a newbie can kill all belt rats in high sec, there is an issue. And right now they can.

Instead make roaming squads that are actually a challenge in the belts in highsec, Null already has these though they could probably get a touch more interesting. High sec getting these would mean you couldn't afk.
And get rid of the stupid idea that miners 'need escorts' to defend them. No-one liked Freighter escorts back before jump freighters (well except people who never did them and got to jump them). Escorting miners is just as stupid. Miners & Industrials should be based off the engineering tanks from WW2 or the Spanish gold galleons for inspiration, not modern equipment.

Then you get more interesting mining without having to make any changes to the base mining system.
Rawketsled
Generic Corp Name
#13 - 2017-06-06 23:42:21 UTC
Cade Windstalker wrote:
Not really a fan of this, it doesn't in any way meaningfully improve the gameplay of mining, requires far more clicking for no additional challenge or real interaction beyond a special overview and a lot of button mashing, and has a pretty high potential for lag with all the objects flooding a grid.

I don't think it's any more lag-inducing than running certain DED pockets.

Have you ever run a Guerrilla Grounds before?

Donnachadh wrote:
Make mining more player interactive and you reduce the amount of ore mined per unit of time and that will drive up the costs for everything for sale in EvE. Would that be good for the game overall, or bad? Would it affect the new players more than us rich vets if so is that good or bad for the game as a whole?

If your new system does not reduce amount mined per unit of time then how does that affect those willing to risk the ban hammer by using bots? In a quick look this idea seems that it would benefit those who would use bots significantly more than it would benefit those who actually do actively mine.

I think it's safe to assume that any mechanical change to mining is going to require the volume and rates of mining to be tweaked in some way.
Rawketsled
Generic Corp Name
#14 - 2017-06-06 23:45:47 UTC
Frostys Virpio wrote:
Teckos Pech wrote:


Going to make the same point I made in the other mining improvement thread:

Perhaps the boring low attention requirement of mining is a feature not a bug. Get in your procurer/skiff, find a nice belt, turn on the tank, lock up some rocks. take a sip of your preferred alcoholic beverage, activate your lasers, activate Netflix, periodically dump cargo hold into your alt's hauler.

This suggestion is going to just result in a new boring form of game play where you CAN'T watch Netflix (Amazon Prime, a DVD, etc.).


While you might be right about the current design and CCP's intention, I can't really figure why a designer would make a core part of the economy such a boring endeavor. It's literally required that at least part of the player base deal with that game play as the whole economy would grind to a halt if nobody did. You should not design such core game feature to be boring on purpose IMO...

The process of mining hasn't changed since Eve's beta days.

It's unironically more legacy than POS code. But when you stop and think about it, it's a very low computational system. The servers only ever need to think and update the game when a mining laser ends a cycle (or is turned off manualy). In the mean time, it can use processor time for anything else. Ratting is probably more taxing on the servers than mining is.
Tessa Sage
Long Pig Luncheon Meat
Sending Thots And Players
#15 - 2017-06-07 07:11:54 UTC
The feature suggested, where you must actively click on free-floating ore chunks should not replace but rather supplement traditional mining. There is no reason not to have both methods. More clicking involved sounds like overheating mining lasers and more power to OP if more minerals can be acquired per cycle; I am totally down.
Matthias Ancaladron
Imperial Shipment
Amarr Empire
#16 - 2017-06-07 10:25:58 UTC
Nah only change needed to mining is to add walking in ship, that way I can sit by a window snuggled up with a blanket and cup of hot chocolate and read a book and watch the asteroids drift by my ship.
Donnachadh
United Allegiance of Undesirables
#17 - 2017-06-07 13:06:29 UTC
Frostys Virpio wrote:
I can't really figure why a designer would make a core part of the economy such a boring endeavor. It's literally required that at least part of the player base deal with that game play as the whole economy would grind to a halt if nobody did. You should not design such core game feature to be boring on purpose IMO...

And yet there is no shortage of minerals on the market so obviously there is no problem getting players to perform this crushingly boring activity. I know when I was taking required classes for my job being able to read / study while mining kept me in the game and active to a degree. It has been mentioned but mining is a favored activity for many PvP players I know because it can be done while they are doing something else, besides videos they often do it while they have another character or characters involved in a gate camp or low sec roam. If you make mining harder and require more time how does that affect these players and would that be good for the game as a whole.

Nevyn Auscent wrote:
The boring aspect needs to be countered in other ways such as belt rats not being so laughable in most areas of space, if a single afk T1 drone from a newbie can kill all belt rats in high sec, there is an issue. And right now they can.

I am always wary of such ideas because of the relative capabilities of the characters involved. A rat or set of rats that can be easily dispatched by a single drone from a character with all level 5 drones skills and faction or T2 drones could easily overwhelm a single T1 drone from a new player with the minimum required skills.

Rawketsled wrote:
I think it's safe to assume that any mechanical change to mining is going to require the volume and rates of mining to be tweaked in some way.

Would that really be good for the game as a whole?
Increasing volume / yields to compensate for the less ore per unit of time keeps those who actually mine as intended even with where they are now. However with a few minor adjustments to the bots this increased volume / yield becomes a wind fall of profit for those willing to risk the ban hammer to bot mine, is that really something we want to introduce into the game?
Nevyn Auscent
Broke Sauce
#18 - 2017-06-07 19:40:55 UTC
Donnachadh wrote:

I am always wary of such ideas because of the relative capabilities of the characters involved. A rat or set of rats that can be easily dispatched by a single drone from a character with all level 5 drones skills and faction or T2 drones could easily overwhelm a single T1 drone from a new player with the minimum required skills.

Ok, and is that a bad thing if a new player can't kill the belt rats while in a max yield fitted ship with T1 drones?
Personally I think it's a good thing, as it creates a problem for them to solve, do they reship when it happens, do they find friends, do they instead fit for max tank/dps while their skills go up.
The fact even a new player can laughably afk high sec belt rats (even in a 0.5 system) is part of what contributes to the whole 'carebear' argument that always happens.
Dior Ambraelle
University of Caille
Gallente Federation
#19 - 2017-06-07 23:21:19 UTC
Donnachadh wrote:
Frostys Virpio wrote:
I can't really figure why a designer would make a core part of the economy such a boring endeavor. It's literally required that at least part of the player base deal with that game play as the whole economy would grind to a halt if nobody did. You should not design such core game feature to be boring on purpose IMO...

And yet there is no shortage of minerals on the market so obviously there is no problem getting players to perform this crushingly boring activity.

There is no shortage because you can mine AFK on ten accounts simultaneously. Sure, making it harder would probably reduce the supply of materials, but it's not necessarily a bad thing. It would reduce the number of "active players" though, as you won't be able to multibox as much as you can now.
But let me ask a tricky question: why do you play a game if you don't want to actually play the game?

I agree with Rawketsled, mining efficiency should be based on effort instead of the number of alts your PC can handle at a time. Also, Sister Stetille's idea (expanded by him) may not be perfect, but it's definitely interesting. A Rorqual as a carrier sounds fun.
I'm not saying I would enjoy mining more than I do now, but I would try this new mechanic.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Nevyn Auscent
Broke Sauce
#20 - 2017-06-08 01:14:20 UTC
Dior Ambraelle wrote:

There is no shortage because you can mine AFK on ten accounts simultaneously.

And this is how we can tell you don't multibox mine.
Because anyone mining on 10 accounts is most certainly not AFK.
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