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Pending changes to T2 rig production?

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Author
Tash'k Omar
Indefinite Mass
#161 - 2011-10-19 05:24:59 UTC
Read the first half of the thread, adding to favorites and will continue reading tomorrow. I'm seeing some seriously good ideas, but one thing that stands out:

I think, as a whole, people are seriously underestimating the amount of junk salvage currently laying around, as well as the time it would take the market to stabilize if an 'alchemy' solution were implemented.

Off the top of my head I really can't think of any useful solutions to this, as the first idea that comes to mind is to treat it in a similar fashion as ore. (T2 salvage refines to good stuff, T1 salvage refines to bad stuff) This doesn't solve the problem though, except in the fact that it would balance individual prices in the T1 and T2 groups along set ratios, as bad T2 can make good T2, and bad T1 can make good T1. The prices in both groups would crash though.

The solution of "make the ratios huge then when the stockpiles go away change them to something more reasonable" doesn't work either. If that's the case, people will just hold onto their huge stockpiles because if they wait a year it'll be worth 50x as much.

As much as the alchemy idea sounded like a good plan to begin with, the more I think about it the more I'm opposed to it, as there are so many ways it can go wrong (never a good idea to implement something like that in a game with players as resourceful as those that play Eve).

Also: I thing scripts would be a bad idea.

To conclude, CCP Fear, I do not envy you your job right now, though I do hope that with your willingness to listen to the community you're able to come up with a solution that fixes (or at least begins the fixing of) the current salvage/rig problem.

Creat Posudol
German Oldies
#162 - 2011-10-19 13:54:46 UTC
Tash'k Omar wrote:
Off the top of my head I really can't think of any useful solutions to this, as the first idea that comes to mind is to treat it in a similar fashion as ore. (T2 salvage refines to good stuff, T1 salvage refines to bad stuff) This doesn't solve the problem though, except in the fact that it would balance individual prices in the T1 and T2 groups along set ratios, as bad T2 can make good T2, and bad T1 can make good T1. The prices in both groups would crash though.

That sounds good on paper but it just reinforces a problem that has already been in the game far too long: Mining with guns. Missions are already responsible for a significant amount of Minerals flowing into the game (instead of mining as the source), and this would probably increase it significantly if you want the reprocessed salvage parts to be worth more than they are now. CCP has stated repeatedly that they want to move away from the module drop if possible and that mining with guns (even more so in the drone regions) was a bad idea. There is a reason that salvaging doesn't yield minerals or they can't be reprocessed to minerals.

Tash'k Omar wrote:
The solution of "make the ratios huge then when the stockpiles go away change them to something more reasonable" doesn't work either. If that's the case, people will just hold onto their huge stockpiles because if they wait a year it'll be worth 50x as much.

Some of the "huge ratios"-suggestions weren't actually suggestions but rather there to show people who say "ohh prices of T2 salvage will go through the floor if this ever happens" that it depends on the implementation and conversion rates. It also depends in large parts on the desired target price for T2 rigs. But yea, I agree that it shouldn't require huge amounts to manufacture a single T2 salvage part. I'm rather in favor of a catalyst-component (preferably from PI or via NPC sell orders) which adds a baseprice to the conversion itself.
K'tarna Ronuken
Doomheim
#163 - 2011-10-20 03:01:09 UTC  |  Edited by: K'tarna Ronuken
WALL OF TEXT INBOUND - YOU ARE WARNED

Good evening everyone:

I have read the above posts and have done some reflection. My main's primary business in New Eden is the manufacture and marketing of T2 rigs. I have been doing this VERY succesfully for about a year and a half. In most cases, the rigs I build and sell are the only ones of their kind anywhere in the galaxy. That being said, it can be done better, and profitability can be maintained, all the while increasing usability. Let me offer some ideas:

1 - rig upgrading. Correct me if I am wrong, but I believe T2 rigs are the only T2 anything that doesn't require a complete T1 in the recipe. Kinda hard to build a Prowler without a Wreathe Cool In conjunction with lowering the material requirements a step for rigs, why not require a complete T1 version in the mix as well. This kind of creates alchemy, well, without alchemy. (ie 2 armor plates in t1 + intact armor plate = T2 armor rig).That helps a bit, but doesn't get to the root of the problem, which is getting T2 parts down in cost to make rigs more attractive.

2- salvage upgrading/refining/alchemy. Ive done soul searching on this....I never wanted T2 salvage to be more easily available, but I want T2 rigs to sell a bit better. I actually like alchemy, but it must be done carefully.. I propose a PI salvage refinery. This planetside installation should use a salvage reaction BPO PLUS a PI-harvested catalyst to induce a T2 salvage part. The thing to really focus on here is TIME not material. Make the upgrade process VERY SLOW, like:

Intact Armor Plate reaction BPO : 4 x armor plates, 10 x catalyst + 24-48 HOURS = 1 x intact armor plate.
- BPO ME research can lower catalyst requirement SLIGHTLY, PE lowers reaction time SLIGHTLY

In effect, this gives a Wow-style alchemy cooldown without the cooldown. Nobody in Wow gets rich converting 20 mithril to 20 truesilver over 20 days. Also, last time I checked, many of the low end moon minerals are catalysts on planet Earth....thats another thought entirely. Twisted

Also, make catalysts racial. You want to upgrade armor plates, you need catalysts farmed from Blood Raider space planets.This would allow the PI enthusiast to set-up pure catalyst farming planets, increase regional movement, and stimulate more cross-regional trading.

3 - faction spawns. Somewhere back, faction spawn salvage got horribly nerfed. I mean the T2 salvage drop rate is stupid low...Ive salvaged 10 Dread wrecks and gotten 1 T2 chunk. EASY FIX - LOOK AT COMMANDER SALVAGE DROP TABLES ASAP, FFS CCP! Minimum: each commander spawn should yield at least 1 piece of T2 salvage every time, unless the salvage table rolls empty.

4- skills. This one seems obvious...am I the only one seeing it? Have the appropriate rigging skill lower the drawback AND THE CALIBRATION in increments. Give us a reason to get Electronics Rigging V so we can fit a dual-t2 grav cap Buzzard. Right now, rigging IV is plenty for almost everyone....most people never even go that far. Doing this allows players to control their rigging experience wihout going in and changing the ship calibration limits. FWIW I like ship calibration just like it is.


- I *don't* like reduction of copy time....copy times on single runs are short at best. Single runs are pretty much all I use.

- I *do* like the mag sites dropping ME: 0 copies of all sizes of rigs. Also, why not have random complete rig drops. That
*might* get some folks running mag sites. You have to figure some percentage of these whole rigs could be reprocessed, which will increase supply a bit. I will tell you right now I actively hunt the rig markets for seemingly useless rigs I can reprocess...for a time it was a great way to get cheap power circuits...Big smile

- I *dont* like any salvager modifications. No scripts....

My $0.02 folks - asbestos suit is on. Thanks for reading and stewing along with me. The ideas offered by everyone are all excellent!

- K't
Fon Revedhort
Monks of War
#164 - 2011-10-21 07:26:56 UTC
CCP Fear, a couple of questions here:

- when CCP will admit capital ships need their own rigs? X-large

- do you intend to make tech2 rigs even cheaper all across the board? It hardly makes any sense as medium and small rigs are already very affordable.

- how about introducing next tier of rigs then, which will be truely expensive and provide players the edge they seem to be losing due to tech2 rigs getting (and having already got) cheaper than they used to be?

I don't see the point in trying to make everything available to anyone. It makes no sense. If any gear is evenly spread across the playerbase then it has no value.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Tsubutai
Perkone
Caldari State
#165 - 2011-10-23 10:16:44 UTC  |  Edited by: Tsubutai
As someone who's done a fair bit of T2 rig production and uses them with some regularity on both PvP and PvE ships, I don't really agree with a lot of the things being held up as problems here. In particular, the pricing/availabilty of T2 rigs doesn't seem problematic at all; they range from highly affordable (I routinely put t2 damage rigs on hurricanes and suchlike) to moderately expensive (T2 shield resist rigs at ca. 20m apiece can make a lot of sense on T2/faction hulls, same goes for medium ACRs at 30-40m) to just plain expensive (trimarks, CDFEs, cargo expanders).

The bigger issues, IMO, are that a lot of T2 rigs are either useless or have calibration costs that are too high to make them worth using in a lot of cases. The existence of useless rigs contributes to the massive spread in the values of T2 salvage - no one wants drone speed augmentors, so the components used to make them languish; loads of people want trimarks, so Intact Armor Plates are 30-40m apiece. A comprehensive review of rig types that are basically never sold (T1 and T2) is long overdue; the ones that are universally considered useless should be buffed, removed, or replaced with things that would be useful and popular. For instance, you could scrap every single drone rig type bar sentry drone augmentors and replace them with a combat drone damage upgrade rig and a drone repair bay rig, at which point the value of drone-related salvage would skyrocket.

Second, cap the calibration cost of individual rigs at 200 units. Many otherwise good T2 rigs (notably gravity capacitor upgrades, burst aerators, collision accelerators, bay loading accelerators, and calefaction catalysts) have calibration costs that are excessively restrictive. 300 calibration means you can't fit two gravity capacitors on your tricked-out covops, can't use all three rig slots on a faction ship if you fit a t2 damage rig, and are highly restricted in what you can do with your remaining rig slots after fitting a t2 damage rig on a regular T1 or T3 hull.

Finally, mag sites should certainly be buffed, either by restoring faction POS BPC drops or by significantly increasing the T2 salvage drops; as everyone else in this thread has noted, they're rubbish atm.

edit: if mag sites do get rebalanced with the aim of increasing T2 salvage drops, this should be paired with either a shift in racial salvage distribution such that Serpentis sites drop at least one of the 'good' T2 salvage items (i.e. Enhanced Ward Consoles, Intact Armor Plates, Capacitor Consoles, and Single-Crystal Superalloy I-beams) or a rebalancing of rigs that use Serpentis salvage. At the moment, serpentis salvage is terrible. Also, consider shifting Rogue Drone combat sites' loot tables to include more T2 salvage. As it stands, the bloody things are worthless and almost invariably skipped over by explorers.
Super Chair
Project Cerberus
Templis CALSF
#166 - 2011-10-24 01:41:57 UTC
I don't produce rigs, but i would like to say one thing that is annoying is the increased calibration costs to fit the T2 rigs over the t1 versions. The significant increase in price for the slight increase in performance should balance each other out. The additional calibration costs just throw a frack you wrench into thngs.
A Mysterious Stranger
Doomheim
#167 - 2011-10-24 10:53:36 UTC  |  Edited by: A Mysterious Stranger
IMO simplest thing in the world to fix.

Adjust loot tables to allow all wrecks to give t2 salvage, obviously very rarely, but the possibility should exist, and actually then do away with the tiered salvage idea entirely. Salvage, get loot, sometimes it's good, sometimes it isn't.

I would caveat this by ensuring that the really good salvage can only be aquired by a t2 salvager, but that's just me.
DetKhord Saisio
Seniors Clan
#168 - 2011-10-26 13:04:27 UTC
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.


That is assuming ratters make about the same amount a salvager makes, which is simply not the case. Time spent ratting makes the most of any profession in the game. I suspect that the profession of salvaging is way down on that list, near the bottom with mining.

:shrug: I may be wrong on this. But you can not just blindly assume ratters care what is in the wrecks. They are only after ISK and salvaging does not give that.
Sizeof Void
Ninja Suicide Squadron
#169 - 2011-10-28 11:42:39 UTC
DetKhord Saisio wrote:

That is assuming ratters make about the same amount a salvager makes, which is simply not the case. Time spent ratting makes the most of any profession in the game. I suspect that the profession of salvaging is way down on that list, near the bottom with mining.

:shrug: I may be wrong on this. But you can not just blindly assume ratters care what is in the wrecks. They are only after ISK and salvaging does not give that.

In my experience, salvaging is actually one of the best ways to make ISK, esp. for new players.

I've said this before, so apologies for the repost:

A Minmatar AF wreck drops an Intact Armor Plate, currenlty worth 30M+ ISK. Larger T2 ships, ofc, drop more.

On average, salvaging a T2 ship, with a rigged, all-salvager-fit frig/dessie and level 4 Salvaging skill, only takes a few cycles (each cycle is 10 sec), so the limiting factor on ISK/hr is how many T2 ship wrecks you can find. But, even assuming that you can find & salvage only 3 AF wrecks, or 1 T2 cruiser/BC wreck, per hour, you'd be making around 100M ISK/hr. An alliance/corp battlefield or Incursion site is a pure latinum mine, for the T2 salvager, pulling in hundreds of millions of ISK/hr.

How does that compare with income from 0.0 ratting, these days?

In addition, consider that skill training for T2 salvaging requires less than a week, even without implants, and a salvage frig/dessie, with rigs, is very inexpensive. Compare this with the skills and ship required to efficiently kill 0.0 BS rats.

Salvaging a wreck is also usually much faster than killing a BS rat (unless you are ratting in a supercap), and you are always on the move, not hanging around in a belt - so the chances of getting dropped on by even a fast scanner is pretty low. But, even if you do get popped, who cares? A one-week old salvager noob or alt would lose a no-cost Alpha medical clone, no implants, and a cheap ship.
Amsterdam Conversations
Doomheim
#170 - 2011-10-28 21:42:20 UTC
CCP Fear wrote:
I have a bit of mixed feelings about scripts (and then mining crystals as well)

What do you think about "racial" salvagers? Like special salvagers, that only looks for certain types of salvage, no matter the wreck type.

So basically, you'll have an amarr type salvager having some chance to retrieve armor salvage from any type of wreck (caldari for instance), and a bigger chance to retrieve salvage from an armor type wreck.

This could be a very good way to have salvage prices balanced, as everyone will only choose to use amarr type salvagers to receive trit bars/armor plates/intact armor plates.
Yvan Ratamnim
Republic Military School
Minmatar Republic
#171 - 2011-10-29 03:01:03 UTC
Let me just say that this is my favorite thread that i have read...

And for the love of god i almost died when i saw a CCP dev actively back and forth discussing with the player base especially the industrial player base for ideas on things to change ...

Honestly i'd love to see more t2 salvage hit the road on more ships i mean t2 ships even frigates should be able to actively run with t2 rigs without it being a "oh whats the use this is gonna double the cost of my ship!"



That said... i L-O-V-E the idea of refineable salvage... Especially into something like copper, gold, titanium and silver bars that you can rebuilding using standard bpo's into salvage (throw the bpo's on the concord LP shop :) ....

someone was complaining that this would crash the market, no it wouldn't it just takes balance, yu have to make it so that you can't just refine a bunch of crap into 40 intact armor plates, you need to say refine 100 crap salvage, and 5-6 good salvage to make 10 other good salvage...

thats why its a good idea to have variation in the "bar types" that the salvage refines down into...

Alchemy like the pos's is interesting but for the love of god its so hard and time intensive no one really does it... just let salvage be a nice easy refining...

Yes t2 rigs will fall and t2 salvage price will fall initially, but once t2 rigs become common price there usage should increase as well and thereby increasing the salvage prices again....


Also for the love of christ get CCP Tallest to tweak the rigs a bit to make the less used ones a tad bit more useful, and not so frigging annoying to fit to a ship the calibrations are epicly annoying.
Yvan Ratamnim
Republic Military School
Minmatar Republic
#172 - 2011-10-29 03:07:28 UTC  |  Edited by: Yvan Ratamnim
I LOVE THE SALVAGING SCRIPT IDEA!!!!!!!!!!!!!

But make it so that only T2 salvagers can use scripts that sways the odds of getting something, so that nullsec industrials can "pull" unavailable things from wrecks, like if im in X space and i have 0 chance of getting armor plates because my racial rats hav ea 20% chance of dropping salvage Y ... then if i use a armor plate script i now have a 10% salvage chance of getting armor plates, but now all other of my racial salvage get nerfed by a bit in result....

Also would give yu the ability to throw in a new skill for salvage script usage that increases that say 10% to 25% at level 5


LOL @ CCP Fear

Really mixed fealings about mining crystals? Seriously, thats like saying "why do we have to take multiple ammo on our pvp roam!" ... Honestly if you want to do a task write you need to prepare before you undock, right now thats not true for salvaging but no excuse for it not being the case in the future... scripts seems like a logical and already present game mechanic that will definitly fit in nicely with current play mechanics.
DetKhord Saisio
Seniors Clan
#173 - 2011-10-29 08:54:34 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 convoluted.

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!


Mining crystal size has always been an annoyance, but not huge since the crystal can last for quite a long time. That said, I would train mining crystal efficiency if it was an available skill. Are there plans to simplify mining crystal usage?

If the exhumer cargoholds were much larger, I would not complain. They are tech 2 barges after all. IRL, power barges are used for bay, port, and inland waterway freight, holding 1500 tons.

Hmm, what if rats had no normal loot drops? Meaning, you can only obtain salvage from NPC wrecks but the rare/officer spawns drop their normal loot table (plus wrecks are also salvageable). So on the rare occasion loot does appear, you know it will be good. The "sea of loot cans" is what I am thinking of avoiding, as well as giving nul miners more of a reason to mine.
Ahaz Darkfall
Division One Trade and Aquisition
#174 - 2011-10-29 12:21:00 UTC
Would It not be a simple solution to just drastically increase the amount of T2 salvage in mag sites, with perhaps an increase in the frequency of the higher value drops. If you could average 50 units of T2 salvage from each mag site you run in null,(I'm thinking 3-4 drops of stacks of 10-20 units)

This would increase the supply of T2 salvage for T2 rig production, and make the mag sites worth running again. sure the high value stuff could still be rare, but if you are getting 10-20 of them per drop then everyone will run the sites hoping to hit a drop of 10-20 units of the high value stuff.

This increase in supply would only be available from running the buffed mag sites. Solve two problems with one fix.
Shin Dari
Covert Brigade
#175 - 2011-10-29 13:01:32 UTC
Ahaz Darkfall wrote:
Would It not be a simple solution to just drastically increase the amount of T2 salvage in mag sites, with perhaps an increase in the frequency of the higher value drops. If you could average 50 units of T2 salvage from each mag site you run in null,(I'm thinking 3-4 drops of stacks of 10-20 units)

This would increase the supply of T2 salvage for T2 rig production, and make the mag sites worth running again. sure the high value stuff could still be rare, but if you are getting 10-20 of them per drop then everyone will run the sites hoping to hit a drop of 10-20 units of the high value stuff.

This increase in supply would only be available from running the buffed mag sites. Solve two problems with one fix.

Nope, it won't work. First of all mag sites can't do the required volume and it makes very little sense fluff wise. If CCP wants to buff mag sites, then they should get something that is unique to them and that fits their current volume. I think that mag sites should be the only source for capital rigs (T1 and T2).
Sizeof Void
Ninja Suicide Squadron
#176 - 2011-10-29 13:17:11 UTC
Ahaz Darkfall wrote:
Would It not be a simple solution to just drastically increase the amount of T2 salvage in mag sites, with perhaps an increase in the frequency of the higher value drops. If you could average 50 units of T2 salvage from each mag site you run in null,(I'm thinking 3-4 drops of stacks of 10-20 units)

Most of the T2 salvage already comes from null sec, from player wrecks. The problem is that the amount of T2 salvage which makes it way to high sec markets is very limited and that keeps the rig availability low and prices (too) high. Adding T2 salvage to mag sites would not appreciably change the T2 rig cost/availabilty situation, it would just be yet another ISK farm for null sec, to replace sanctums.

In order to signficantly increase T2 rig production and general market availability, manufacturers need to have access to a steady supply of T2 salvage - say, equivalent to about 20% of the current aggregate T1 salvage drops, if you want to have a 5:1 ratio between the cost/availability of T2 vs T1 rigs. As Shin Dari says, mag sites would never be able to do the volume.

I do like the capital rigs in mag sites idea.
DetKhord Saisio
Seniors Clan
#177 - 2011-10-29 17:23:21 UTC
Number of wrecks able to be salvaged is not the problem; most people do not waste their time salvaging since the inflated NPC bounty prize amounts make salvaging comparatively almost worthless. The only solution I can think of is reduce bounty prize amounts and loot drops from npc rats to give ratters a reason to salvage.

Almost every time I hear of someone ratting in nul, the next thing I hear is "Does anyone want to salvage the sanctum I just finished?" Very few actually take the time to salvage. Part of the problem is while salvaging, your ship (usually a noctis) becomes vulnerable to attack. If you are busy with a "sea of wrecks" and not paying attention, you can easily be caught and killed.

Nul pilots would rather focus on getting ISK from bounties than trying to loot and salvage, and then go through the hassle of trying to sell it it all. Part of that stems from most ratting pilots can not reprocess scrap (loot) or build rigs, since most of them have nothing to do with industry and manufacturing.
Romandra
These are not the droids you're looking for
#178 - 2011-10-29 17:45:51 UTC
Arkady Sadik wrote:
CCP Fear wrote:
But I am interested in any sort of general feedback on what the situation is with T2 rigs from all angles. The salvage (difficulty, is it worth doing, is it too much of a nice?)
Our PvP fleets generally stop and salvage all T2 wrecks because the possible ISK to be made there is nice. I'm not sure what proportion of T2 rigs comes from player wrecks, but if the prices drop by much, we'd likely stop bothering (we do not salvage T1 wrecks in general, say).

Quote:
to Mag. sites (are they worth doing?)
In exploration, mag sites are probably the most profitable mini-profession ones. Doesn't make them very profitable, though. I have so far never done them for the money, always because I was bored and didn't have anything else to do.

Quote:
production and invention.
There's an interesting problem there: T2 rig demand is so low that the invention chance really hurts possible profits and the rig prices, so we generally shy away from it. High capital invention, high risk, low profit is just not a good combination. Should T2 rigs become more commonplace, this would change already, so even a small change might have a larger-than-expected effect.

Quote:
Any thoughts, ideas or suggestions are welcome!
Some thoughs.

As with T1 salvage, the differences in prices for the different salvage materials is extreme. Intact armor plates are traded at over 30m ISK each, while Lorentz Fluid struggles to hit 4k ISK. Excessive rig prices are based on a few extremely rare T2 salvage goods. If you want to reduce T2 rig prices, making those more common might already be the key (though see above for the averse effect when salvaging in PvP).

But more importantly, some of this is heavily based on basic rig balance. Some rigs are absolutely useless, making the salvage for them useless. A major factor here that drives prices up for some specific salvage materials is that there are only a handful of rigs that really are worthwhile to use. And some of that imbalance is even T2 rig specific - for example, the probing rigs for a covops frigate are worse in T2 than in T1 because you can't fit two of them, and one T2 rig is worse than two T1. Looking at some of the calibration costs might be a worthwhile "small change" rebalancing effort.

Be careful with the price rebalances now, though, as a general rig rebalance is on "the list" somewhere, and that will drastically affect rig prices again.


This post is SPOT-ON.
But just to add my own handful of pocket change:

1. Any fleet I FC that kills a T2 hull, I also poke for someone with a salvager to hit that wreck up, because you never know when an intact armor plate or capacitor console is going to drop. And there's almost always somebody in fleet with a salvager fitted.

Personally, I'd love to see T3 wrecks salvage for double/triple the amount of T2 salvage a comparable T2 cruiser hull would otherwise drop.

Let's say a zealot wreck has a 10% chance to drop one intact armor plate. A legion wreck should then have a 30% chance to drop three intact armor plates.

Anyone who has ever salvaged a capital or supercapital wreck knows you get an enormous stack of T1 salvage, far and away larger than any battleship wreck you've salvaged. It would be nice to translate that into the more expensive and harder to kill T3 hulls in a similar fashion.




2. When I go on a complex hunting spree, I only ever do the mag sites if I am super-desperate for something to do. The drop rates, even for the more difficult mag sites in 0.0, are incredibly low. In my EVE career, between all my characters, I've done at least 100 mag sites and probably more. All told, I've only ever had one mag site drop anything of value - once I got about 250 mil in salvage from one site in Vale of the Silent. In Delve, Fountain, Cloud Ring, Great Wildlands, and Scalding Pass plexing, I've never received more than ~20 mil in any one site. They're not worth doing, more or less, for the time invested to complete them.


3. As the poster whom I am quoting says, the high cost of T2 rigs is really only related to the incredibly high-cost of three-four T2 salvage items. Increasing the supply of those items, even just slightly, will make all the items less expensive. I'm not sure I like the idea of melting T1 salvage into T2 (does anyone actually do moon alchemy anymore, afterall?) but if it could be balanced such that it does not adversely affect the price of say, T1 trimarks from all the armor plates disappearing to build T2 trimarks, then the idea might have merit.


4. Again as Arkady Sadik said, 90% of rigs are just never, ever ever used, which devalues the salvage used to build those particular items and increases the cost of the ones that are heavily used - shield extenders/purger rigs, trimarks, CCC rigs - plus the T2 variants of those specific rigs.



Thanks to CCP Fear for responding personally in this thread, and thank you for your careful consideration about T2 rig changes. I'm glad you're on the case and going about it so hands-on!

Sizeof Void
Ninja Suicide Squadron
#179 - 2011-10-29 19:31:50 UTC
DetKhord Saisio wrote:
Number of wrecks able to be salvaged is not the problem; most people do not waste their time salvaging since the inflated NPC bounty prize amounts make salvaging comparatively almost worthless. The only solution I can think of is reduce bounty prize amounts and loot drops from npc rats to give ratters a reason to salvage.

Almost every time I hear of someone ratting in nul, the next thing I hear is "Does anyone want to salvage the sanctum I just finished?" Very few actually take the time to salvage. Part of the problem is while salvaging, your ship (usually a noctis) becomes vulnerable to attack. If you are busy with a "sea of wrecks" and not paying attention, you can easily be caught and killed.

Nul pilots would rather focus on getting ISK from bounties than trying to loot and salvage, and then go through the hassle of trying to sell it it all. Part of that stems from most ratting pilots can not reprocess scrap (loot) or build rigs, since most of them have nothing to do with industry and manufacturing.

This is true in low sec and null sec, but not in high sec, where salvagers are not vulnerable to attack by players. And, please, do not confuse mission salvagers with ninja salvagers, or looters.

The vast majority of T1 salvage comes from mission NPC wrecks, which feeds the T1 rig production and market. Thanks to the introduction of sized rigs and the large amount of T1 salvage available from L1-L4 missions, the T1 rig market is very healthy.

But, the majority of T2 salvage comes from player T2 ship wrecks - not NPC wrecks or mag site drops. Only faction NPC wrecks drop T2 salvage - and CCP nerfed the drop rate of T2 salvage from those wrecks several years ago. But, even if the drop rate from faction NPC wreck were much higher, the low spawn rate of faction NPCs would be another limiting factor.

So, currently, we're actually comparing the number of NPC wrecks (mostly in high sec) to the number of player T2 wrecks (mostly in null and low sec), as the sources of T1 and T2 salvage, respectively. I doubt that anyone would argue that the total number of player T2 wrecks, salvaged each day, will always be a tiny fraction of the total number of NPC wrecks salvaged in high sec, probably much less than 1%. Thus, the available supply of T2 salvage is relatively minute, as compared to T1 salvage, and overly constrained.

If you want to bring T2 rig production/market up, say to 20% of the T1 rig production/market (ie. an availability/cost ratio of 5:1 for T2 rigs vs T1 rigs), then you need to make T2 salvage dramatically more available, up to 20% of the current T1 salvage in high sec. This is a pretty damn big increase.

You cannot do this in null sec or low sec, alone. Period.

As pointed out, the risk of salvaging in null sec (and low sec) is very high. So, even if every NPC wreck in null/low sec dropped T2 salvage, the number of salvagers would still be too low to supply sufficient T2 salvage. And, even if the T2 salvage quantities were available in null/low sec, the number of inventors (for the T2 rig BPCs) and manufacturers (for the T2 rigs) in null/low sec would still be too low to produce enough T2 rigs to create a 5:1 ratio vs T1 rigs. Again, I doubt that anyone argues that null/low sec invention/manufacturing is a small fraction of high sec invention/manufacturing.

Thus, a large high sec source for T2 salvage is required.

Mag sites are not the answer, unless you propose to have each mag site drop thousands of Intact Armor Plates. Not very likely.

T2 salvage from faction NPC wrecks could be made more available - by increasing the spawn rate, and increasing the drop rate of salvage. This might be a solution, but you'd have to change the mechanics of the L1-L4 missions to make 20% of the NPCs into faction NPCs - this would make the missions significantly more difficult, to say the least. (Note: belt NPC spawns are also too low in quantity, as compared to mission NPC spawns, so buffing only the existing belt faction NPC spawns would not provide enough salvage.)

T1->T2 salvage alchemy is another proposed solution, which would be viable, due to the sufficiently large amounts of T1 salvage already available. The conversion rate would need to be higher than the desired T2:T1 rig availabiility/cost ratio, in order to prevent 100% of T1 salvage being turned into T2 salvage, but this is just a matter of tweaking to get the right balance.
El 1974
Green Visstick High
#180 - 2011-10-29 20:24:00 UTC
I'm dissapointed about the fact that CCP apparantly thinks this is worth fixing while people complain about so many other things. This is not high on the wishlist of players. Just do the simple thing: increase drop rates for the bottleneck items for rigs that are considered too expensive. Maybe make them a rare drop from T2 ships in missions as well. I find it strange that T2 ships in missions never drop t2 items.

About more elaborate solutions. I don't like the alchemy kind of nonsense. You could allow people to break up the items into their raw input materials (like tritanium). We don't need more stuff to build. Let us fly spaceships.