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Pending changes to T2 rig production?

First post
Author
Ugleb
Jotunn Risi
#61 - 2011-10-12 16:34:11 UTC
I like the idea of using scripts to adjust drop rates. Personally I dislike the sheer randomness of current salvaging, while it should be random to an extent, a player should be able to apply some 'strategy' to his salvage business beyond just ignoring the 'worthless' racial wrecks.

Consider introducing a 'modulated salvager' meta module to use the scripts that only drops in exploration sites. Maybe that should be where the scripts come from too. That should increase the value of those sites a bit.

Having some sites drop higher run BPC's could also incentivise them, as someone suggested.

I think that if an alchemy system were implemented then it should be balanced towards using huge numbers of the current junk parts to get the good stuff back. Use it to burn up the crap people have accumulated over the years and then rebalance it later on as the junk gets more scare.

I also like the idea of doing it through PI. More reasons to value planets!

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Nova Fox
Novafox Shipyards
#62 - 2011-10-12 16:38:17 UTC  |  Edited by: Nova Fox
Favoriting this as Ill be harvesting this thread for ideas when i get to the point in my suggestion thread when I make salvagers a bit more of a 'fuller' profession than they are currently.

Currently the thread has nothing about the salvagers yet but it has archeologist vamped up and im about to start toying around with hackers.

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Scrapyard Bob
EVE University
Ivy League
#63 - 2011-10-12 16:40:02 UTC
1) Fix some of the imbalances on existing T2 rigs (such as the calibration points being too high compared to the T1 version), or rigs that just aren't worth using at all.

2) Adjust the drop rate for the current "junk" loot downward so that it is less prevalent. Do not increase the overall amount of salvage that drops.

Salvage needs to stay random and the different regions / rates need to keep variety in the drops. When a ship explodes, there should not be a way that a player affects what drops from the wreck. The issues currently is more of a supply/demand balance due to some stuff not dropping frequently enough in relation to other stuff.

I'm not a fan of alchemy, unless it pulls inputs from a different field (such as T1 modules or PI products) in combination with the salvaged materials.
CCP Fear
C C P
C C P Alliance
#64 - 2011-10-12 16:41:51 UTC  |  Edited by: CCP Fear
I have a bit of mixed feelings about scripts (and then mining crystals as well)

What I do like, is that it gives you good control (and bonuses) to what you want. So you specialize in something and you are good at it. I like that.

What I don't like, is that I have to carry so much stuff with me. And then I always forget to get that other script/crystal. It is also just a bit convulated.

So I'm torn.

What I do like (and in more general terms now), is a system that I can specialize in (many skills I need to train), that involves me strategically deciding on what I want to get (such as Mining), and that I have options in the field (such as crystals and scripts).

So yeah.. lot's of things to think about. And I appreciate all your ideas here Big smile

Keep 'em coming!
Bloodpetal
Tir Capital Management Group
#65 - 2011-10-12 16:42:36 UTC  |  Edited by: Bloodpetal
CCP Fear wrote:
Viktor von Steiner wrote:
How is "make it less random, more player controlled" more sand-boxy?


Make it more like mining. So that you aren't getting random loot here, but that you are in control (based on market needs) that you go and get Salvage X, which you know comes from Wreck Y.

I think that is more Sand-boxy than how it is currently.



I have to say that the move to push many things into the controlled manufacturing realm can be good, but it can also be negative.



I trade with Meta Gear regularly, which are based on the same essential principles, but a little more predictable (you get lasers from Blood Raiders and Amarrian ships, you get AC's from Minmatar and Angel Cartel, etc).


I like to think of it as a Fur Trade.


I buy on the market Meta equipment and then I ship it and sell it in another region. For example, Rens to me is a giant Fur Trade Hub. These hunters of mission rats go out and bring back the many furs of the animals that they kill and then skin. There tends to be some concentration in different regions of the materials, and so just like in the classic North American fur trade, the Fur Trade buys the Beaver skins for pennies and then ships them to Europe and sells them to the Aristocracy for a fortune.


The more you put in the hands of manufacturing the more you hurt the inter-regional traders to move materials between profit points. Healthy markets are based on surplus as much as on demand. I am not against this potential, but I am also making a point of it for the Meta manufacturing push I've heard CCP mention as of late.

Yes, I tend to make a pretty good cash flow off of this kind of trading, and I know other people do as well.


Also, I don't know how you can justify Salvage as being a mining activity. The randomness is valuable to the professions excitement and the professions allure. How can you tell me you will ALWAYS get armor plates from Amarr ships, and yet they are being consistently blown up in unpredictable ways? Hence salvage.

Using that as an example, let's say you get armor plates from Amarr and Blood Raiders - the irony of this, which you have to consider is... Most amarr ships get blown up in Minmatar space - so Minmatar and Amarr space will actually become the bigger part of Armor Plates' (in this example) supply. What should be taken into account is how are you really going to make it more reliable between the missions you get and the NPCs you kill? I think the loot tables should be fixed (whatever errors there are) - but making salvaging too predictable is making it more banal. Although mining is reliable, it's quite boring to many people. Salvaging, even for a PVPer has some excitement. I got a 40M ISK salvage item the other day from a T2 ship we blew up, so yay for me! and it was fun.


Lowest Common Denominator != EVE


Things need to be challenging and difficult. ISK and Skillpoints are NOT a challenge for EVE players, I'm sure you realize that - so it needs to be other things. Moving loot tables around to be more consistent with some NPCs can be positive - but PVE shouldn't feel or become a mining activity. We aren't hunting Beavers, in the end really. NPCs should not be treated like farmable animals in EVE specifically.

Where I am.

Nova Fox
Novafox Shipyards
#66 - 2011-10-12 17:31:36 UTC
all ships need ammo bays make it easier to keep the fun stuff seperated from everythign else like scripts and the such imo to help alleviate the carrying around so much. i get marginally annoyed when I dump my hulks contents out and everys crystal along with it.

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Ugleb
Jotunn Risi
#67 - 2011-10-12 17:35:48 UTC  |  Edited by: Ugleb
Bloodpetal wrote:
What should be taken into account is how are you really going to make it more reliable between the missions you get and the NPCs you kill? I think the loot tables should be fixed (whatever errors there are) - but making salvaging too predictable is making it more banal. Although mining is reliable, it's quite boring to many people. Salvaging, even for a PVPer has some excitement. I got a 40M ISK salvage item the other day from a T2 ship we blew up, so yay for me! and it was fun.


Lowest Common Denominator != EVE


Things need to be challenging and difficult. ISK and Skillpoints are NOT a challenge for EVE players, I'm sure you realize that - so it needs to be other things. Moving loot tables around to be more consistent with some NPCs can be positive - but PVE shouldn't feel or become a mining activity. We aren't hunting Beavers, in the end really. NPCs should not be treated like farmable animals in EVE specifically.


Good points in your post.

I think that salvaging would benefit from giving players a greater degree of control over things, but I agree that it should retain a random element.

If scripts were introduced then they should increase the chance of getting certain items, but not be a guarantee that you will get those items.

I think that all mini-professions need to give players greater opportunity to specialise and gain expertise. Simply having a choice of T1 or T2 module, a couple of implants maybe and just 1 skill to train presents a very simple experience. Find wreck, lock wreck, wait and see what appears. Take it all back home. Repeat. Where is the strategy?

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pooper stain
Pyrrhic-Victory
#68 - 2011-10-12 17:43:19 UTC  |  Edited by: pooper stain
CCP Fear wrote:
Thought about this quite a bit last night. And I don't think there is any sort of silver bullet that will fix all of the issues.

The biggest problem I'm seeing are the imbalance of the rigs and the randomness of the drops, leading to stockpiles of crap and shortage of the good stuff.

What is brilliant about mining is that you know exactly what you are getting. If prices of trit goes up, everyone goes mining veldspar, as it's a steady source of Trit and easy to get. This leads to reduced price and less people mine veldspar.

The key there, is that it is perfectly balanced by the demand of the market. If there is a demand for Trit, you go and get it. There is no bottleneck other than how much you can get in a day, so the bottleneck is just people doing mining.

On the salvaging side, the building blocks are too racially themed. The circuits are probably what is closest to Trit, but after that it becomes highly "this component is only in these few things" rather than a portion of all salvage is in all rigs (which would lead to much healthier market).

So I think that all rigs/salvage needs to be broken into smaller blocks, which then are directly used in rig production, or in a secondary tier, basicaly manufacture salvage.

So yeah, In order to do this properly, I believe that the following has to happen;


  • Re-design of the mechanics of Salvaging, make it less random, more player controlled (more sand-boxy)
  • Re-balance the rigs (could be done seperatly)
  • Possibly re-do the whole salvage components in general (in conjunction with mechanic changes)


This list is probably much bigger though, but I think those are the key points.

That is probably not going to fit within the Winter expansion, so something smaller has to happen in Winter, and I think just a simple boost in the components might do the trick for now.



The Simple fix to this is In order to make an INTACT armor plate you need 10 X, 10Y, 10Z of crap scrap and 1 broken plate to make a good armor plate. This would start to Eat the crap up and give it some value while not effecting the supply of the good stuff.
JitaPriceChecker2
Doomheim
#69 - 2011-10-12 17:45:56 UTC
From 0.0 perspective , should players be forced to import certain salvage parts from hi sec because local rats drops are limited ??
Shin Dari
Covert Brigade
#70 - 2011-10-12 17:54:45 UTC  |  Edited by: Shin Dari
CCP Fear wrote:


  • Re-design of the mechanics of Salvaging, make it less random, more player controlled (more sand-boxy)
  • Re-balance the rigs (could be done seperatly)
  • Possibly re-do the whole salvage components in general (in conjunction with mechanic changes)


This list is probably much bigger though, but I think those are the key points.

That is probably not going to fit within the Winter expansion, so something smaller has to happen in Winter, and I think just a simple boost in the components might do the trick for now.

True, making and balancing new salvage/base components will take a lot of man-hours.

But will this be possible for the winter expansion?:

1. Scripted Salvagers
2. Blueprints that convert broken salvage (and maybe some extra stuff) to intact salvage (using a new skill, lets call it 'Reconstruction'.)
3. Salvage drop adjustment
4. Rig material requirement adjustment
Zifrian
The Frog Pond
Ribbit.
#71 - 2011-10-12 18:14:07 UTC
I think the scripted salvager idea is great. It fixes your market problem by leaving it up to supply and demand. Perhaps the T2 salvager should be the way to get T2 salvage from any wreck? Ie, if you train for and use it, you have a chance of getting t2 salvage but can't with a t1 version? Scripts still work the same - armorplate script increases chance for armor plates.

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Osunn
Syrkos Technologies
#72 - 2011-10-12 18:25:43 UTC
I hope I'm on topic here. A big issue for me is "Augmented Drones". The components drop on drone sites but the cost to produce is insanely high compared to the quality of the product. The rarity of the bpcs controls the production. Using t2 salvage in combination with t2 drone bpcs would be a step in the right direction. As it stands now most drone exploration sites are not worth running by a big margin. With the exception of harvesting drones for minerals in the drone regions they just don't have a reason to exist.

Circumstantial Evidence
#73 - 2011-10-12 19:10:22 UTC
CCP Fear wrote:
What I do like (and in more general terms now), is a system that I can specialize in (many skills I need to train), that involves me strategically deciding on what I want to get (such as Mining), and that I have options in the field (such as crystals and scripts).

OK, then if I have skill to use X, allow me to carry just one crystal or script, and configure it in the field to perform bonus X - instead of needing to carry all those individual crystals and scripts. (Because scripts are not consumed and simply apply bonus x, they could be removed and replaced with rt-click UI to configure the module directly.)
Muestereate
Minions LLC
#74 - 2011-10-12 19:43:09 UTC  |  Edited by: Muestereate
Last I checked we had Some high tier PI stuff that was underutilized and mispriced but I misplaced my bookmark for my favorite program.

I think if you had blueprints for something like an I beam and on that list of materials were things unrelated to salvage the market might not get to upset while pulling a good game component up a bit more. T2 subcomponents are under the markets control as far as supply and demand go and using some of them to combine with PI high tier stuff could be a controllable way to increase the advanced materials supply. Just change the quantities on the print when you need to rebalanced. If you want to buff those mag sites, the prints could drop from them. I can't see further down the road than my nose but this looks like it would buff mag sites, null t2 income, Noob? PI and t2 rig availability and price.

I know its quite different than the current train of thought but if anything is to be done with the excess salvage it should just break down into basic minerals ala reprocessing. Junk's Junk. let it be junk. Advanced materials should come from advanced materials.
SamGromoff
Goonbine Honnete Ober Advancer Mercantiles
Goonswarm Federation
#75 - 2011-10-12 19:51:35 UTC
CCP Fear wrote:
I have a bit of mixed feelings about scripts (and then mining crystals as well)

What I do like, is that it gives you good control (and bonuses) to what you want. So you specialize in something and you are good at it. I like that.

What I don't like, is that I have to carry so much stuff with me. And then I always forget to get that other script/crystal. It is also just a bit convulated.

So I'm torn.

What I do like (and in more general terms now), is a system that I can specialize in (many skills I need to train), that involves me strategically deciding on what I want to get (such as Mining), and that I have options in the field (such as crystals and scripts).

So yeah.. lot's of things to think about. And I appreciate all your ideas here Big smile

Keep 'em coming!


Just gonna say that salvaging/arch/hacking already requires 3 skills; it shouldn't really require another dozen skills culminating in a 20m SP alt to fly a noctis.

Re: scripting, that works for regular salvaging but likely isn't going to do much for mag sites.
Creat Posudol
German Oldies
#76 - 2011-10-12 20:49:45 UTC
Muestereate wrote:
I know its quite different than the current train of thought but if anything is to be done with the excess salvage it should just break down into basic minerals ala reprocessing. Junk's Junk. let it be junk. Advanced materials should come from advanced materials.


That's a terrible idea, we already get a lot of minerals from the modules that drop in missions (another thing that needs to stop btw.), adding another source just makes those things worse. Mining should be the primary source of minerals, not mining with guns, even less so with dual sources (modules AND salvage).

CCP Fear wrote:
I have a bit of mixed feelings about scripts (and then mining crystals as well)

What I do like, is that it gives you good control (and bonuses) to what you want. So you specialize in something and you are good at it. I like that.

What I don't like, is that I have to carry so much stuff with me. And then I always forget to get that other script/crystal. It is also just a bit convulated.


I actually doubt it will be that bad. There will generally be only a few types of salvage that pay a premium (hopefully all salvage will be closer together after this though, not 4-5 orders of magnitude apart), you have those scripts/crystals/whatever in your noctis and just exchange them quite rarely. Prices don't change overnight. The only different situation would be if you're a manufacturer and actually desperately need a specific type and it is NOT available on the market (or you would get as much expensive salvage as you can, sell it, buy the stuff you need). Then you know what you want and can pack the appropriate script(s).

I do have to say I'm not entirely sure this will do the trick with balancing completely though. It also doesn't solve the null-sec supply problem (assuming you can't force a salvage result for something that has no or barely any drop chance there in the first place), or the stockpile issue. The later will of course fade over time, but someone would have to get some numbers from the numbers guy how much currently worthless stuff is actually lying around, and how long it would probably take to use it up. This isn't gonna make the imbalances in the demand for rigs change after all... So they probably wouldn't be depleted that quickly.

Guess I'll make a pro-con list for the ideas on the table or something... I do care deeply about this issue and hope that this expansion (have you thought of a name yet? how about EVE Online - Reparations? :D ) will right some wrongs - even if it is just a band-aid for now. I also hope this issue will be kept in focus as has been promised (more iterations and stuff...)
Jake Rivers
New Planetary Order
#77 - 2011-10-12 20:51:25 UTC
Has anyone mentioned how often mag sites actually have zero reward?

You go to all that trouble scanning down system's and when you finally find a mag site to do you find every single container in the site to contain nothing at all.
Tedric
SUNDERING
Goonswarm Federation
#78 - 2011-10-12 21:17:07 UTC  |  Edited by: Tedric
Plank constant adjustment encountered. double post deleted.
Tedric
SUNDERING
Goonswarm Federation
#79 - 2011-10-12 21:17:24 UTC  |  Edited by: Tedric
Scrapyard Bob wrote:
1) Fix some of the imbalances on existing T2 rigs (such as the calibration points being too high compared to the T1 version), or rigs that just aren't worth using at all.

2) Adjust the drop rate for the current "junk" loot downward so that it is less prevalent. Do not increase the overall amount of salvage that drops.

Salvage needs to stay random and the different regions / rates need to keep variety in the drops. When a ship explodes, there should not be a way that a player affects what drops from the wreck. The issues currently is more of a supply/demand balance due to some stuff not dropping frequently enough in relation to other stuff.

I'm not a fan of alchemy, unless it pulls inputs from a different field (such as T1 modules or PI products) in combination with the salvaged materials.


Adjust drops downward' this is soooo much a +1 it is almost a +2. The adjustments needs to bring the drop rate down to slightly under the current useage rate. This will slowly bring the stock piles of this 'thing' down. If the use of this component is changed, then it needs to be adjusted.

I like the idea of 'refine it down to its base materials then use BPCs to make rigs'. You of course have the initial madness as people hit the 'reprocess' button on their stack of 12,345,678 units of blah and dump it on the market, but after a while it will settle down.

Alchemy: Interesting, but the conversion rate from 'input' to 'output' needs to have a LARGE ratio behind it (inefficient), this will lessen the impact of the millions of units of worthless stuff being suddenly transmuted into useful stuff. By large, i would say a minimum of 7:1 to about 20:1. It will also keep down the stockpiles of the useless stuff which is always a good thing. Market would spasm, high value salvage would fall greatly but then adjust back up to under its initial value. Make it useful to control the excess stocks, but not enough to skew the market to much.

If you do go down this refine-manufacture route you may want to change the scrap metal parts from refining into minerals to whatever the reprocessed rigs become. Seems kind of a nice solution. Scrap sort of equals salvage in my book.

The idea of introducing scripts or crystals does not sit well with me. I personally HATE scripts as they are one more thing to buy and remember to add to my cargo hold. It makes sense, but i don't like it. Going out to salvage for a specific item is nice, but nullifies the racial drop concept (CCP you _are_ trying to make the racial differences stand out??).

In terms of quick things to do for the winter expansion:
1. adjust DOWN the drop rates of the 'crap' items to below current useage rates.
2. adjust the drop rate of T2 BPCs (already done, from an earlier post).
3. adjust copy times and invention times DOWN.
4. adjust T2 BPC successful runts UP.
5. adjust down some of the calibration points for rigs (we all know which ones).

Long term stuff:
1. salvage alchemy (not my choice) or salvage refining (my choice).
2. create T1 BPCs specifically for capital ships (this will be a good sink for some of the crap).
3. (there was something, but i forgot it. meh!).

Tedric.
Cyniac
Federal Navy Academy
Gallente Federation
#80 - 2011-10-12 21:36:01 UTC
Random ideas:


If you are planning to allow the turning of T1 salvage to T2 salvage components do it gradually - don't just allow the (large) stockpiles of T1 materials to flow into the T2 stuff.

How to do this gradually? By limiting the amount of reactions available. Rather that putting out a BPO which allows you to convert T1 plates into T2 plates on the market -> make it so that BPCs to do this can be found through exploration, which allows you to have a more controlled experiment.

Fine tune and adjust -> once you have the balance which you like increase the availability if needed. Again, does not have to be through the direct purchase of BPOs, instead you could have those BPCs be invented rather than just "discovered".

If you really want to open the floodgates - allow the direct sale of BPOs.



Another factor to consider when balancing T1 vs T2 materials is the way rigging skills work. It would be interesting if the effect of the rigging skill would be different for T1 rigs vs T2 rigs. e.g. 10% reduction in drawback for T1 rigs, but 15% reduction in drawback for T2 rigs. This will spur an even greater demand for T2 rigs, which would help maintain the T2 rig market when you are increasing the supply of the T2 materials (unless you really want the T2 rig market to collapse)


Just ideas - have fun.