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Pending changes to T2 rig production?

First post
Author
Falin Whalen
Federal Navy Academy
Gallente Federation
#81 - 2011-10-12 23:03:21 UTC
ARGH! DARN YOU FORUMS FOR EATING MY POST!!

Down and dirty version:

1. Review what rigs are "useful" and what rigs are "why did you waste a rig slot to put that on your ship?" Change effects for the latter category so that some people can (with a straight face) say, "That might actually work.".

2. Adjust salvage drops down for the "junk" salvage, or add them to the recipe of "useful" rigs.

3. Drops should still be random. Most times it will be, "Meh", and sometimes "Ooh!", but there should also be times when you go, "JACKPOT!" too.

No need for salvage alchemy if you add the "junk" to the recipes for making rigs, plus if the recipes that already use the "junk" suddenly become useful, suddenly that "junk" becomes diamonds.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Bloodpetal
Tir Capital Management Group
#82 - 2011-10-13 00:10:55 UTC  |  Edited by: Bloodpetal
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.



I don't see this as particularly negative, but it could be in a healthier combination.

It is relevant to point out that, just with everything that "collects" it should have SOME value SOMEWHERE. Recycling is a natural instinct for people (gee there's 5000 tons of iron nails sitting there, let's melt them down and do something with that iron!)

So, you take iron, you melt it down, you recombine it for something else. In that way, the ability to take "random bits of wire" and re-use it for something should be very plausible. I'd like to recommend the following : Instead of adding MORE parts and MORE combinations, you should look at providing blueprints which combine some "junky" bits and let you make other better bits (not necessarily T2 salvage).

So, let's say you take Smashed Trigger Units and Charred Micro Circuits and you can make Broken Drone Tranceivers - Still T1 bits.


It kind of becomes like the Moon Alchemy, it becomes a cost over value decision that can be implemented. I think the major issue is all the different combinations that would become a ton of new blueprints.




CCP Fear wrote:

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.


I don't know if I'd call it brilliant. It's just easy to calculate what you're going to get. The issue is Salvage isn't a rock in space that you can analyze and predict what you're going to get out of. Salvage is retrieved from a horribly mangled and imploded wreck that has suffered massive damage probably from Megatons of Energy being applied to it.

Some form of predictability is fine, totally predictable is not only not fun, but also more importantly not sensible.



CCP Fear wrote:

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.



Boost in the components? That's vague, I thought you said there was a surplus already? or do you mean by increasing the drop rate of the more rare drops?

My only comment is finding an expensive and rare drop is FUN! I don't see it as a negative thing. Predictable isn't fun.

I recommend that you find ways to use the surplus materials on the market and allow them to be combined and used into something that is useful, much as my comment about iron nails being melted to base iron. That will increase supply and keep the rare find still fun and worth doing. Reducing the value of items and making it more accessible doesn't improve the market or make it healthier, it can lead to lack of interest and too much supply which eventually makes it too easy to flood the market.

Time and time again, the major thing the players have proven to CCP are : ISK is not a barrier, Skillpoints are only a matter of time, and Time will not stop us. We will do anything to accomplish the impossible if we want to do it. The only way to stop or slow us is to control the supply at the supply point and to control demand at the consumption point (BP material requirements, fuel costs, etc).

2% increased drop rate can be a massive influx of material when you have 300,000 players doing it.


The healthiest thing for the economy is destruction of our assets. It happens quite often. As player volume grows (which it has been shrinking lately, online) the market is going to slowly drop until even a 5% increase in consumption from more players online will set things back on track.


I recommend reviewing the rig requirements of salvage material, and spreading the need for salvage components a bit more healthily with a few more salvage items needed , and fixing your anomalies in the drop rate. Adding some sensible PI materials into the rig requirements probably won't hurt that market either.

Where I am.

BornToDieAnotherDay
Tarazed Technology
#83 - 2011-10-13 02:04:04 UTC
A lot of the discussion seems to be focusing too much on T1 salvage rather than T2. Personally aside from some of the rigs being outright useless, T1 is fine as it is. I think the main focus should be finding a way to bring T2 rigs into a more useful position, both through balancing their attributes and making them cheaper/easier to produce in larger quantities. Any change that heavily influences the current use for T1 materials could have any number of unforseen consequences, primarily due to the extremely large stockpiles sitting around.

Initially I think the primary focus should be on making T2 rigs more accessible for everyone.
Anela Cistine
Royal Amarr Institute
Amarr Empire
#84 - 2011-10-13 03:01:01 UTC
When you do the rebalance, please keep the newbies in mind. Right now scouring the belts for wrecks to salvage is something brand new newbie can do with just a few hours training. Some zoom around in a frigate that can only manage 1 or 2 salvager modules, it is adorable. The money is not very good, but it is one of the few things that brand new players can do for money right away, while they are waiting for skills to train so they can do the good stuff.

Please don't nerf newbies.


For example, when PI came out, my alliance started giving newbies a "PI kit" with some skillbooks, 3 standard command centers, a mining frigate and an optional industrial ship. They could learn to use everything in the kit well enough to run a single advanced factory on each planet to manufacture a small amount of P2 goods in about 2 days. Then the second iteration came through, and made PI much better in general, but destroyed our newbie PI kits. The only size CC was now 1000m3 (instead of the 400m3 of standards) so they could not be launched from a mining frigate anymore and newbies NEED to train for an industrial before they could even launch a single CC and try it out. 2 days training is no longer enough to have 2 types of extractors on a single planet, so they couldn't manufacture P2s on a single planet at all (you can just barely manage it with all 4s-5s on a PI character). They now need to train for a week or two (plus spend more isk on upgrades and more hassle flying around every day) to get the same value they could have gotten with 2 days training before the change.


When you go to make things better for players in general, keep the newbies in mind. Please don't take away the tiny isk streams they have just so established players can make isk a little faster.
Sizeof Void
Ninja Suicide Squadron
#85 - 2011-10-13 04:02:29 UTC
Speaking as a game designer and programmer, less is more. CCP has had a bad habit of making big sweeping changes, which tend to break - not fix - game play and introduce hordes of new bugs. Change is always good, but small yet significant changes are the best, esp. in large-scale system such as EVE Online.

With this in mind, in the case of T2 rig production, I suggest the following:

1. Review and update the Bill of Materials for T2 rig blueprints. Using the current T2 salvage market as a guide, reduce the amount of high-priced T2 salvage required, and/or substitute with lower-priced T2 salvage. This should require no code changes, just adjustments to existing database tables.

2. T1->T2 salvage alchemy can be implemented via the same code currently used for ore/alloy refinement in stations. Instead of refining 300 units of veldspar into tritanium, you could refine 100 armor plates into 1 intact armor plate. This should require only minor code changes, and either a new database table or new entries to the existing table, to handle the T1->T2 salvage refining ratios.

Stockpiles of existing T1 salvage are not an issue. Rigs are far more destructible than modules, since they cannot be removed from ships. The increased use of T2 rigs, created from alchemized T1 salvage, would quickly deplete the stockpiles. And, the alchemy refining tables can be tweaked to increase the initial rate of stockpile depletion, if desired.

These "fixes" should not require any major code work, and should be possible to complete for the Winter Expansion, with time to spare, allowing for extensive playtesting, feedback, and QA on Singularity.

Thank you for listening. :)
Bloodpetal
Tir Capital Management Group
#86 - 2011-10-13 04:38:15 UTC  |  Edited by: Bloodpetal
I think the major issue with T1 to T2 alchemy is why not EVERYONE make T2 rigs!!


WOOO!! I don't know what ratio's you'd use to get the Goldilocks effect, but there is tons and tons of T1 material that someone could in theory just make a crap ton of the T2 stuff and crash a market easily. The alchemy from T1 to T2, if you do this - would require some kind of "control" item that you can seed.

The control would drop from salvage and would and could be relatively common, but simply be controlled in drop amounts that it doesn't overwhelm the system. Alternately, you can have the control item be an ISK sink through NPC sell orders. (This is old school EVE philosophy, not saying I recommend it, just listing the option.)

Best correlation would be the Nexus Chips used as turn ins to get the faction blueprints from LP stores


That control would be able to manage the amount of T2 salvage that gets produced without it going absolutely insanely crazy. I think these kinds of production controls are things CCP needs to look at while determining the future of the EVE Economy overall. As has been stated, ISK, Skillpoints, Hassle and Time are no obstacle for EVE players. Thinking that we are going to be deterred, fazed or discouraged from doing the insane to make a quick buck or to be successful is incorrect.

This would have been a good way to control Supercap and Titan production (rather than sheer volumes of minerals). Imagine if you needed a specific item that was only available in specific situations/quantities/chance to produce a Titan. Average drop rate was 1 a month for the last 5 years.

That would mean at MAX we would have about 60 or more titans in the game. Instead of the 400? 500? 600? Titans that are currently roaming the void. Am I saying this is the BEST solution? No. But obviously telling the players that 80B ISK in raw minerals is a challenge that EVE players would rarely be able to accomplish clearly was a flawed outlook - add on top of that the sheer quantity of Supercarriers roaming around now - and ISK, Minerals and Time are no thang!

Where I am.

Czeris
Caldari Provisions
Caldari State
#87 - 2011-10-13 05:22:14 UTC
Anachronic wrote:


i think you missed the point by a few degrees. The discussion of making something more like mining (choose what you are trying to salvage for. Is referencing salvaging wrecks. No-where is exploration an issue here. The suggestion was to make it so you can "choose" to a certain extent which items you are most likely to get from salvaging a wreck.


Actually he mentioned Mag sites (exploration) specifically. But thanks for selectively ignoring that. A complete revamp of the system is not something that should be rushed into, in particular when some minor, easy to code tweaks can have the desired effect of increasing T2 rig usage.

I am getting the impression alot of you are big fans of the idea of salvage alchemy because you want to be able to farm Level 4s and make t2 rigs with the salvage in the safety of high sec. Though it may change, it is currently a priority of CCP to move towards making Low and Nullsec more profitable, not less. Currently most of the supply of t2 salvage comes from low and nullsec. Making it so you can sit in Rens (or wherever you do level 4s) in your Golem and make t2 salvage is contrary to this goal.

You can already "choose'" to a large degree what you get from salvaging. If you want armor plates you go fight sansha, blood raiders or serpentis. If you want ward consoles, you go hunt Guristas. Etc.

Easy Fixes:

Coding a few high-difficulty sites that drop 10 run t2 rig bpcs (which are ME0 PE 0 and thus require far fewer t2 salvage bits to produce) would actually go a long way into making mag site exploration more desirable and also increase the supply/decrease the price of t2 rigs. And it is easy. predictable and can make it into a winter expansion.

Make data interfaces limited run creates more demand for the other bits, and is also easy to code.

I had forgotten about the Drone mag sites because no one does them. This is another easy to code fix. Since Drone anoms already spawn everywhere, there is a precedent for having drone mag sites spawn in all areas of space as well. More Augmented drone bpcs means more Augmented drones, since I guarantee that the supply of the drone bits to make them is not a problem (I personally have thousands and I don't live in Drone regions or really do them much).


I also really don't see the allure of making salvaging more like mining, when mining is one of the most boring, dreary professions in the game (a fact acknowledged numerous times by CCP and earmarked for fixing Someday (tm) )

Sturmwolke
#88 - 2011-10-13 05:36:45 UTC
CCP Fear wrote:
I have a bit of mixed feelings about scripts (and then mining crystals as well)


I'd agree. Scripts are unwieldy and the current implementation (needing a physical script to be present) has little gameplay value.
The function it serves however, has gameplay value - it's better to just have a simple toggle with different modes of operation mode by flicking a toggle/switch.
Exploring the concept further, you even can automate the toggle and have different meta level mods vary in terms of automation level & mode capability. The best being fully automated, multi-mode.

Mining crystals are just as annoying to manage, but it's substantially more tangible than simple scripts. So, that's fairly acceptable.
Still, what would make it less annoying is a proper ammo magazine stowage for ships and a proper ammo management sub-window (which is offtopic).
Infact, all ships would benefit from that.

Re-doing the salvage sourcing from the vantage point of mining risks making them too similar, good in familiarity sense, but bad in terms of creativity.
EVE imo, is getting way too homogenised (in general). Things work, but they're bland.

I think what really makes good gameplay is to give players more powers towards making their own customization. That's the core idea.
In the context of salvage sourcing, how do you do this? Enter the Salvage Computer

- it can be installed as a new ship Special/Avionics/Computer slot (not the std Low/Med/High)
- it has multiple slots for AI/range/power/etc upgrades
- it scans wrecks within range and highlights which ones you should salvage (if you're looking for armor plates for example)
- it has the ability to interface with different kind of salvage drones (get the idea?)
- it will be affected by space conditions (e.g nebulas), so you'll need to increase its power/resolution by the proper slot-ins
- ect etc.

The above will complicate the salvage operations to a certain extent, the tractor + salvager combo mechanics will need to be simplified/streamlined.

On the strategic setting, the current racial salvage drops (e.g. Blood/Sansha drops more armor plates) tends towards a regional aspect - closely following the NPC trending. It's fine to begin with, but the issue there is uneven distributions, requiring more logistical effort. EVE is already a game that requires a chunk of your free time to get anywhere, minimizing the logistics to the absolute necessity is always preferable.

Homegenizing the type of salvage drops and leaving it to the players to "mine" the appropiate salvage is not a bad idea. Drop mix or salvage type distinction can be achieved through hull size. The volume can be aggregated with system sec or location specific (WHs, exploration sites etc) or both as a multiplier to the hull size. It'll address many of the issues with the current system, while at the same time provide interesting choices for the players - assuming of course the right balance is struck.

One more thing, ideally, there needs to be a clear time/effort vs value/profit curve during the salvage tactical phase. The current system does this, but in a round about way with the salvage difficulty level and random chance. I feel the distinction between effort vs reward should be notched up a bit, mainly to encourage selective salvaging - over "carpet bombing" them. There are a few cons that I could think of, but that can be mitigated with proper balancing.

pussnheels
Viziam
#89 - 2011-10-13 07:55:13 UTC
probably been mentioned before but why not a new set of bpo s similaur like the ore compression bpos that allows you to create t2 salvage with t1 salvage
You need several high skills and it takes some time to complete it woild prevent flooding the markets with a overflow of t2 salvage and keep the price high enough to get a good profit from it

I do not agree with what you are saying , but i will defend to the death your right to say it...... Voltaire

Falin Whalen
Federal Navy Academy
Gallente Federation
#90 - 2011-10-13 08:45:19 UTC  |  Edited by: Falin Whalen
Salvage and Mag site drops should remain random, based on an intermittent reward system.

The simplest definition I can come up with for intermittent rewards would be “unpredictable random rewards in response to repeated behavior.” A perfect illustration would be gambling in general, and slot machines in particular. With a slot machine, you do the same behavior over and over again, put in a token and pull a lever, but you never know when you’ll actually be rewarded for this behavior. This creates an incentive to keep repeating the behavior, because you are chasing the reward, and you become convinced that if you just do it one more time, that may be the time you get the reward. All gambling works like this to a degree, which is what makes it such a compulsive addiction.

You start messing with salvage scrips and such you will be turning it into an earned reward system. The earn-reward system, which is where you make people earn every reward before you give it to them, is powerful enough in its own right, but the problem is that it’s predictable, and over time people even get desensitized to that eventually. Or they take the rewards for granted. Or they start figuring out ways to game the system. You have no drive to be consistently excellent because you know you can just make up for it later by doing extra.

Salvaging wrecks and running Mag sites should be just like pulling the lever of a slot machine. Most of the time you will get junk, but sometimes, not often, you will hit a jackpot.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Adunh Slavy
#91 - 2011-10-13 09:38:45 UTC
CCP Fear wrote:

We are also looking at a very short time-frame, so major changes might not happen. But I really like the idea of melting together T1 components into T2, so i'm gonna write it on a post-it and hang it on my monitor. It might be relatively easy to do, but the ratio might be a bit tricky to get right.

Any thoughts, ideas or suggestions are welcome!



I would avoid this melting down solution. It'll render T1 rigs less useful and yet drive up their price. This will be the result of creating more demand on the broken salvage market. Don't get me wrong, as a trend trader I don't care one way or the other honestly, I'll make money on it whatever happens.

If the goal is to have T2 rigs more common, then add to the existing supply of materials used in production and reduce the overall cost in time and effort to produce the BPCs.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

JitaPriceChecker2
Doomheim
#92 - 2011-10-13 10:56:19 UTC  |  Edited by: JitaPriceChecker2
Czeris wrote:



I am getting the impression alot of you are big fans of the idea of salvage alchemy because you want to be able to farm Level 4s and make t2 rigs with the salvage in the safety of high sec. Though it may change, it is currently a priority of CCP to move towards making Low and Nullsec more profitable, not less. Currently most of the supply of t2 salvage comes from low and nullsec. Making it so you can sit in Rens (or wherever you do level 4s) in your Golem and make t2 salvage is contrary to this goal.


I have the same impression.

Czeris wrote:

You can already "choose'" to a large degree what you get from salvaging. If you want armor plates you go fight sansha, blood raiders or serpentis. If you want ward consoles, you go hunt Guristas. Etc.


As a 0.0 player i dont really have that option.
Creat Posudol
German Oldies
#93 - 2011-10-13 12:59:44 UTC
Cyniac wrote:
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.


I'm not entirely clear on what you mean, you want T1->T2 conversion to be done with BPCs, and how limited should the runs be? Or BPOs? if it's the latter is a license for printing money for those that manage to get them early - be it as mag drops or just sold in small numbers. If they are sold a few, rich players will just buy all copies and have a monopoly for a month or two, plus this money-printing-press, so that's probably a bad idea...

Also I don't agree with the whole premise that it's better to do it gradually in the first place: If you decide to do it via BPOs, just dump them in the market, prices for T2 salvage will go through the floor (probably a couple of stories down actually) for a relatively short while, then everything will even out - also rather quickly. If you do it gradually you are in this constant state of limbo where you can't see how and if the new system achieves the desired balance or if some further adjustment is needed.

Cyniac wrote:
IAnother 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)

This is bloody brilliant! It would give T2 a real edge - especially if you keep T2 rigs (and their calibration) as they are for now. Some rigs are already quite good AND have no drawbacks (CCCs come to mind...) but others are quite crippling despite their price. Armor rigs feel like driving with the handbrake on, even with high armor rigging skill as those do add up... This would close this gap a bit, but only for that extra premium T2 will still require over T1.

Czeris wrote:
I am getting the impression alot of you are big fans of the idea of salvage alchemy because you want to be able to farm Level 4s and make t2 rigs with the salvage in the safety of high sec. Though it may change, it is currently a priority of CCP to move towards making Low and Nullsec more profitable, not less. Currently most of the supply of t2 salvage comes from low and nullsec. Making it so you can sit in Rens (or wherever you do level 4s) in your Golem and make t2 salvage is contrary to this goal.

About the L4 part I agree: The majority of the T2 salvage shouldn't come from them - ever! Whatever mechanic is implemented needs to be a sort of emergency shut-off valve for T2 prices. It probably will be the majority source for a short time (see above) until the market stabilizes again though. Whatever this shut-off mechanism will be it should go hand-in-hand with an increase in T2 drops in general to not gimp low-sec income in this area.

Czeris wrote:
You can already "choose'" to a large degree what you get from salvaging. If you want armor plates you go fight sansha, blood raiders or serpentis. If you want ward consoles, you go hunt Guristas. Etc.
[...]
I also really don't see the allure of making salvaging more like mining, when mining is one of the most boring, dreary professions in the game (a fact acknowledged numerous times by CCP and earmarked for fixing Someday (tm) )

You can only chose which of the rare items you're about to get, you can't increase the amount of them, that's the problem and the reason they are so rare.
The goal is also not to make it more like the activity of mining either. The only feature that is to be borrowed (by the suggestions this far) is to have some influence on the outcome. Like you can chose the rock you mine to get the mineral you want, you can load a script for armor plates (or an "armor script") to increase the chance of getting one of those (or any armor rig part) - at the expense of getting something else. Salvaging will not be more like mining in any other way.
So to Summarize: You increase the chance of getting an armor plate (let's say you double it) by severely reducing or completely negating the chance to get anything else. This could also be done with category scripts instead of specific salvage material scripts. You'd have a lot less scripts and they'd work for T1 and T2 alike. What I mean is (to stay with the example) an "Armor Script" possibly yielding anything needed to make any rig that falls into that category. Keep in mind it should only increase the chance! You still can't get T2 salvage from mission rats like that...
Creat Posudol
German Oldies
#94 - 2011-10-13 13:03:27 UTC  |  Edited by: Creat Posudol
Sturmwolke wrote:
On the strategic setting, the current racial salvage drops (e.g. Blood/Sansha drops more armor plates) tends towards a regional aspect - closely following the NPC trending. It's fine to begin with, but the issue there is uneven distributions, requiring more logistical effort. EVE is already a game that requires a chunk of your free time to get anywhere, minimizing the logistics to the absolute necessity is always preferable.

This would also destroy inter-regional trading from supply/demand imbalances - see post #65 of this thread (by bloodpetal). It still leaves the 0.0 problem though, as those folks just don't have access to all types of salvage, which obviously is a serious issue...

edit: forgot to paste this part into my reply

Falin Whalen wrote:
Salvaging wrecks and running Mag sites should be just like pulling the lever of a slot machine. Most of the time you will get junk, but sometimes, not often, you will hit a jackpot.


Oh I totally disagree... I like the chance system of any exploration site of course, but there needs to be a better baseline. If I've spent 30+ minutes on pinning down the site (after fruitlessly searching a few systems), getting in some ship that can actually handle the NPCs, killing them and then accessing the containers there NEEDS to be some base reward. Like I mentioned already, less than 2 million reward for this effort in low-sec is just not OK. There still needs to be the chance for something great and exiting, but in any case the time spent should be rewarded with enough salvage parts (it can be just a lot of T1 salvage across all types) to justify the effort. Also finding more than half the containers empty will stop people from doing this ever again!

Also this is the perfect example of something that someone can do who doesn't have much time to play EVE. The casual gamer, just logging in for an hour or two. If he can't be sure to make some amount of money with it, he will chose something that will, like mining Veldspar Sad
Blue Binary
Polychoron
#95 - 2011-10-13 14:21:21 UTC  |  Edited by: Blue Binary
Another possibility is tying in Planetary Resources to the manufacturing chain of T2 salvage/rigs.

Sorry if anyone suggested these before, but I haven’t read some of the tl;dr posts... so I’ll just bullet point this post.

  • Use some of the tier 1 and tier 2 (maybe a small amount of tier 3) planetary materials to complement the T1 salvage materials in the manufacture of T2 salvage/rigs. This would make planetary interaction involved in a production chain.

  • Options to balance out certain bottlenecks. You could use high demand T1 salvage and low demand PI materials, or vice versa, to produce different T2 salvage/rigs.

  • Planetary production is more player controlled. Use PI materials as more of a requirement than the T1 salvage. This will lessen the impact on T1 salvage prices.

  • Use planet based factories to produce T2 salvage. Implement skills that affect production, like wastage.
Jocca Quinn
Pator Tech School
Minmatar Republic
#96 - 2011-10-13 15:06:07 UTC
I'm not sure I'm keen on the idea of making things more complex. I think that salvaging should be a newbie friendly profession, something other than mining trit for starting cash.

I admit there are problems with the current system (mudflation?) and from the point of view of a long term vet something new to do / build appeals. I'm just not sure its the right direction to take the salvaging profession.

JQ
Falin Whalen
Federal Navy Academy
Gallente Federation
#97 - 2011-10-13 15:59:56 UTC
JitaPriceChecker2 wrote:
Czeris wrote:



I am getting the impression alot of you are big fans of the idea of salvage alchemy because you want to be able to farm Level 4s and make t2 rigs with the salvage in the safety of high sec. Though it may change, it is currently a priority of CCP to move towards making Low and Nullsec more profitable, not less. Currently most of the supply of t2 salvage comes from low and nullsec. Making it so you can sit in Rens (or wherever you do level 4s) in your Golem and make t2 salvage is contrary to this goal.


I have the same impression.


Same here

JitaPriceChecker2 wrote:
Czeris wrote:

You can already "choose'" to a large degree what you get from salvaging. If you want armor plates you go fight sansha, blood raiders or serpentis. If you want ward consoles, you go hunt Guristas. Etc.


As a 0.0 player i dont really have that option.


Ah, but you are the Highsec alt of a 0.0 player, so you have already gotten around this limitation. Your highsec alt can freely move around and purchase materials and even completed rigs for you, without hardly any risk. Regional trade is vital to the EVE economy. You have mitigated the opportunity cost of not being able to freely move from region to region, by a neutral intermediate.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Sturmwolke
#98 - 2011-10-13 16:27:30 UTC
Creat Posudol wrote:
Sturmwolke wrote:
On the strategic setting, the current racial salvage drops (e.g. Blood/Sansha drops more armor plates) tends towards a regional aspect - closely following the NPC trending. It's fine to begin with, but the issue there is uneven distributions, requiring more logistical effort. EVE is already a game that requires a chunk of your free time to get anywhere, minimizing the logistics to the absolute necessity is always preferable.

This would also destroy inter-regional trading from supply/demand imbalances - see post #65 of this thread (by bloodpetal). It still leaves the 0.0 problem though, as those folks just don't have access to all types of salvage, which obviously is a serious issue...


It's certainly a valid concern from the regional trader's perspective - I agree.

Though I don't really agree on the impact assessment (specifically on salvage), atm there's roughly perhaps ballpark 2-5 types of heavy volume broken salvage dropped by the NPCs that can be considered as truly regionally sourced. Armor plates, melted cap consoles, trit bars, ward console and tripped power circuit (to a lesser extent). Even in the worse case, there's not more than 38 types of salvage involved (including T2) ... and that's being generous by ignoring the universal salvage types and low volume salvage.

When you consider this number against the hundreds of other items/commodities (available for inter-region trade) and various other perspectives, it's a minor tickle.

These are really high level concepts, with aims, refer to post #48.
The devil's in the details, which hasn't been fleshed out by CCP.
Falin Whalen
Federal Navy Academy
Gallente Federation
#99 - 2011-10-13 16:28:27 UTC
If the Dev is unhappy that not many T2 rigs are being used/produced, then there are several options:


  • Increase the drop rate of T2 salvage in Mag sites, and faction spawns. (clears up any lack of materiel issue)

  • Increase the number of runs per invented BPC. (clears up any lack of production bottleneck)

  • Adjust calibration costs for T2 rigs. (clears up the issue of I can't fit 2 T2 rigs, but I can fit 2 T1 and get a better boost than a single T2)


I am not a big fan of T1>T2 salvage alchemy, but maybe if it worked like invention, where the materials were consumed, but there was a chance you might not get a product at the end, I could be happy with that.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

JitaPriceChecker2
Doomheim
#100 - 2011-10-13 16:55:28 UTC
Falin Whalen wrote:
[quote=JitaPriceChecker2][quote=Czeris]


Ah, but you are the Highsec alt of a 0.0 player, so you have already gotten around this limitation. Your highsec alt can freely move around and purchase materials and even completed rigs for you, without hardly any risk. Regional trade is vital to the EVE economy. You have mitigated the opportunity cost of not being able to freely move from region to region, by a neutral intermediate.



So i am forced into hi-sec , and that is your solution ???

You sound like goon ... oh wait ...