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Suggestions on mining: Risk/reward and making it more interactive

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Author
Sabriz Adoudel
Move along there is nothing here
#1 - 2013-03-19 23:36:18 UTC
I was thinking about all of the AFK mining, multiboxed mining and botted mining that we see in highsec and even in safe areas of sovereign nullsec and had a couple of ideas about it.

Firstly, CCP has been doing some reasonable work countering the blatant botting lately. But we should ask the question - why are there elements of the game so dull people want to bot them? And the answer came to me - mining is needed to produce pretty much anything, but outside of the intervention of other players (New Order/Hulkageddon in highsec, pirates in lowsec/non-sov nullsec or hostiles in sov-null) there is simply no danger to miners - in null you might want one cruiser or larger ratting with you, everywhere else your drones can kill the rats. Contrast this to W-space, where gravimetric sites have rats that are legitimate threats (albeit weaker than other sites).


So how to counter this?

A change to rat spawn mechanics, IMO.

Presently rats spawn in pretty predictable waves that do not pose any threat of note to player ships. Consider if rats spawned according to the following patterns:


0.9-1.0: Rare spawns of 1-3 weak frigates

0.5-0.8: Most spawns consist of 0-3 weak frigates/destroyers and 1-2 weak cruisers, however, one spawn in 20 consists of much bigger spawns that non-combat ships would need to flee from. Example: 3 elite cruisers, 1 battlecruiser and 1 battleship - a tech 1 cruiser could handle that fight but a Hulk would need to flee.
No rats would point, so a mining barge or even Orca that is not AFK could flee comfortably before they were popped.

0.0-0.4: Most spawns consist of 1-6 ships total, with a mix of regular frigates, cruisers, battlecruisers and the rare battleship. However one spawn in ten consists of significantly more, perhaps 6 elite frigates (without warp scramblers), 3-4 elite battlecruisers and 3-4 battleships. A PVP fit tech 1 battleship hull with tech 2 fittings should be able to handle these uncommon spawns alone.
No rats would point in lowsec, but the firepower from the rats might kill the odd unescorted barge before they align.

Nullsec: Rat spawns vary from standard (1-2 battleships, 0-4 other ships) most of the time, to uncommon large spawns (similar to the lowsec large spawns), to rare enormous spawns (on par with the firepower of a level 5 security mission, potentially even with an NPC carrier in very low truesec systems). Unlike high or lowsec, null rats can and will point.

Finally, heavy mining activity in a particular belt would accelerate the rare, more powerful spawns, while ignoring a belt would cause the powerful rats to despawn.

As this would make mining more difficult, mining yields would need to be rebalanced. I have some ideas for that below.


The flow-on effect:

This would cause the following:

- In starter systems (0.9-1.0), little would change but the rare spawns would teach players not to go AFK. It should be pretty hard to lose ships here.
- In highsec (0.5-0.8), alert miners might choose to pay a mission runner that is in system to come and blow up the rare rat spawns, particularly in icefields. More player interaction is always a good thing. The AFK/botted/multiboxed miners would lose ships repeatedly unless they fleeted up with at least one combat ship.
- In lowsec, organising a smallscale mining fleet operation of 3-12 mining ships, one Orca and 1-3 PVP fit ships would be the norm (again, assuming lowsec mining is made worthwhile, see risk/reward). If player pirates do not show, the PVP fit ships would be on rat control. The presence of mining operations like this should make piracy more viable as they provide excellent targets for cunning gangs of 2-6 pirates.
Of course, sometimes the mining op itself will be bait for pirates, leading to bigger fights.
- In nullsec, the presence of warp scramblers on some rats will make fleet operations necessary to mine. These fleet operations would be quite lucrative if not interrupted, but they would revitalise the nullsec food chain, providing very real targets for roaming gangs to attack. Again, of course, sometimes the mining op will be bait and one of the 'mining fleet' will be ready to cyno in overwhelming force to crush the roaming gangs - and sometimes, that will be what the roaming gang wants to happen. More fights that are not over POSes will revitalize nullsec.


Risk/Reward:

Presently there is little ISK/hour difference between highsec, lowsec, sovereign nullsec and non-sov nullsec. Once you factor in the increased time spent on supply chains in the more dangerous spaces, mining in highsec is the clear 'best choice' at the present moment.

In addition, these proposed changes taken alone would reduce the amount of ore mined, potentially making construction of battlecruisers and larger ships take significantly more time spent mining.

To address this, some suggestions:

- Instead of the present system of having 100%, 105% and 110% concentrations of the various ores, introduce the following. Don't use these names, names like 'Golden Omber' are better than names like 'Superior Grade Omber':

- Low grade ore (found mostly in 0.9-1.0): 60% concentration.
- Standard ore (found rarely in 0.9-1.0 and commonly in all other systems): 100% concentration
- Improved ore (found rarely in 0.5-0.8 and fairly often in low/null): 130% concentration
- Concentrated ore (found rarely in lowsec and fairly often in null, particularly in systems that are seldom mined): 160% concentration
- Superior grade ore (found rarely in nullsec, mostly in systems that are seldom mined): 200% concentration

This should make it worth braving more dangerous space and bringing combat ships that do not mine.

I support the New Order and CODE. alliance. www.minerbumping.com

Karrin Rawlter
The Darieux Society
#2 - 2013-03-19 23:50:40 UTC
First, let me say that I appreciate the effort that went into your post. It is a novel idea, and it would be at the least a passable 'fix'.

However, I disagree on two points:

1) Mining in high-sec is not 'active' enough.
I have found that miners in can get high increases in mining efficiency by equipping a survey scanner and figuring out when to cut their lasers short vs afk mining or just waiting for cycles to finish. Between scanning, calculating volumes and cycle numbers, mining can be an active activity with greatly increased yields over afk miners.

2) AFK mining is 'wrong' or otherwise contrary to the letter or spirit of the game.


On a side note, I am all for these groups blowing up AFK miners. Leaves the massive scordite for those of us who are at the screen and jacks the price sky high.
Unsuccessful At Everything
The Troll Bridge
#3 - 2013-03-20 00:01:13 UTC
Switch all belt spawns in all sec to Null sec sized Incursion Sansha spawns.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Skeln Thargensen
Doomheim
#4 - 2013-03-20 00:02:23 UTC
Karrin Rawlter wrote:
First, let me say that I appreciate the effort that went into your post. It is a novel idea, and it would be at the least a passable 'fix'.

However, I disagree on two points:

1) Mining in high-sec is not 'active' enough.
I have found that miners in can get high increases in mining efficiency by equipping a survey scanner and figuring out when to cut their lasers short vs afk mining or just waiting for cycles to finish. Between scanning, calculating volumes and cycle numbers, mining can be an active activity with greatly increased yields over afk miners.

2) AFK mining is 'wrong' or otherwise contrary to the letter or spirit of the game.


On a side note, I am all for these groups blowing up AFK miners. Leaves the massive scordite for those of us who are at the screen and jacks the price sky high.


that's just it though, scordite is worthless if you AFK because you lose so many cycles. kernite is much more suitable for AFKing because you can find 0.5 systems where 4 rocks full a mackinaw with only posttially 3m wasted on each pair of rocks. so they game kind of rewards active mining already, given that scod is usually more valuable.

forums.  serious business.

Stegas Tyrano
Center for Advanced Studies
Gallente Federation
#5 - 2013-03-20 00:04:25 UTC
How about this, CCP release huge asteroids (pluto sized), You can mine them the conventional way which is slower than normal asteroids or you can use the new Slave Mining Barge that uses groups of slave on tethers to mine away at the interior of the pluto sized rock.

Ofcourse the slaves have a short life expectancy and die after 5 or 10 minutes but they're replaceable, the downside is for every slave that dies you get a 10000isk bounty on your ship and a 10000isk bounty on yourself and you're made a suspect.

Thats the only way Risk/Reward, in my opinion would be balanced for mining Pirate

Herping your derp since 19Potato - [url=https://forums.eveonline.com/default.aspx?g=posts&m=2403364][Proposal] - Ingame Visual Adverts[/url]

Sabriz Adoudel
Move along there is nothing here
#6 - 2013-03-20 00:39:11 UTC
Stegas Tyrano wrote:
How about this, CCP release huge asteroids (pluto sized), You can mine them the conventional way which is slower than normal asteroids or you can use the new Slave Mining Barge that uses groups of slave on tethers to mine away at the interior of the pluto sized rock.

Ofcourse the slaves have a short life expectancy and die after 5 or 10 minutes but they're replaceable, the downside is for every slave that dies you get a 10000isk bounty on your ship and a 10000isk bounty on yourself and you're made a suspect.

Thats the only way Risk/Reward, in my opinion would be balanced for mining Pirate


The big question - does this draw facpol aggro in Minmatar space?

I support the New Order and CODE. alliance. www.minerbumping.com

Stegas Tyrano
Center for Advanced Studies
Gallente Federation
#7 - 2013-03-20 01:04:23 UTC
It'll pull Concord in all Hi-sec, you can only use it in null, low or w-space Smile

Herping your derp since 19Potato - [url=https://forums.eveonline.com/default.aspx?g=posts&m=2403364][Proposal] - Ingame Visual Adverts[/url]

Andski
Science and Trade Institute
Caldari State
#8 - 2013-03-20 01:53:52 UTC
what about amarr space

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Theron Vetrus
Doomheim
#9 - 2013-03-20 02:09:17 UTC  |  Edited by: Theron Vetrus
The answer to more interactive mining is simple: make asteroids explode.

RL mining is very risky and labor intensive. There's always danger of cave-ins, explosions, sink holes, you name it. It certainly isn't an AFK activity, and it shouldn't be in New Eden either.

ALL asteroids should have a percentage chance to explode based on several different RNG factors: the value of the ore (higher value, higher chance to explode), the amount of time mined, and the number of mining beams being used on a single asteroid. The damage inflicted should also increase in severity according to the above. Not only would this decrease AFK mining, it would also encourage miners to actually fit a tank on their ships.

I'd also be in favor of random environmental damage in asteroid belts.

Another answer might be in how Star Wars: Galaxies approached mining asteroids. You had to break small pieces off a large rock in order to retrieve the ore. You had to actively pilot your ship and re-target the broken off chunks.

Take what you can, give nothing back. Psychotic Monk for CSM8

Krixtal Icefluxor
INLAND EMPIRE Galactic
#10 - 2013-03-20 02:14:38 UTC
Karrin Rawlter wrote:
First, let me say that I appreciate the effort that went into your post. It is a novel idea, and it would be at the least a passable 'fix'.

However, I disagree on two points:

1) Mining in high-sec is not 'active' enough.
I have found that miners in can get high increases in mining efficiency by equipping a survey scanner and figuring out when to cut their lasers short vs afk mining or just waiting for cycles to finish. Between scanning, calculating volumes and cycle numbers, mining can be an active activity with greatly increased yields over afk miners.

2) AFK mining is 'wrong' or otherwise contrary to the letter or spirit of the game.


On a side note, I am all for these groups blowing up AFK miners. Leaves the massive scordite for those of us who are at the screen and jacks the price sky high.



Yup. I coulda typed this, so I'm seconding it. I monitor the cycles of 2 Hulks and an boosting Orca, and between that and the .5 system rats and salvaging, and emptying the Orca at the POS, I honestly don't stop moving the whole time.

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Stegas Tyrano
Center for Advanced Studies
Gallente Federation
#11 - 2013-03-20 03:51:05 UTC
Andski wrote:
what about amarr space


CONCORD?

Herping your derp since 19Potato - [url=https://forums.eveonline.com/default.aspx?g=posts&m=2403364][Proposal] - Ingame Visual Adverts[/url]

Sentamon
Imperial Academy
Amarr Empire
#12 - 2013-03-20 04:07:21 UTC
How about leaving it the way it is?

More interactive = more pointless clicks = more bots. Or are you a carpel tunnel surgeon and have your self interest in mind?

~ Professional Forum Alt  ~

Frostys Virpio
State War Academy
Caldari State
#13 - 2013-03-20 04:39:41 UTC
How do you create a spawn threatening to an AFK mack but not completely wrecking a venture piloted by a newbie in a single volley?
Sabriz Adoudel
Move along there is nothing here
#14 - 2013-03-20 06:06:32 UTC
Frostys Virpio wrote:
How do you create a spawn threatening to an AFK mack but not completely wrecking a venture piloted by a newbie in a single volley?


Exact details would need to be worked out, but Ventures do align a lot faster than Mackinaws IIRC (I've never piloted a Mack but I have blown some of them up).

Slow-ish lock times on the larger ships would help to this end. They'll still lock a Mack fairly fast, but again the Venture gets several more seconds to flee.

Also there'd be some gradation between 0.5 and 0.8. Just as a newbie in a Catalyst will get popped quickly in a level 3 security mission, they might find 0.5's bigger spawns beyond them.

I support the New Order and CODE. alliance. www.minerbumping.com

Sabriz Adoudel
Move along there is nothing here
#15 - 2013-03-20 06:08:14 UTC
Sentamon wrote:
How about leaving it the way it is?

More interactive = more pointless clicks = more bots. Or are you a carpel tunnel surgeon and have your self interest in mind?



Unless those bots can handle combat, they'll likely become negative ISK/hour. And I'm pretty sure bots that handle combat should be much easier for CCP to detect than ones that just do mining.

I support the New Order and CODE. alliance. www.minerbumping.com

Knorkor
Ministry of Silly Walk
#16 - 2013-03-20 06:16:43 UTC  |  Edited by: Knorkor
So what you want is a ratting buff in high- and lowsec.
You don't give 2 cents about mining ;-).

I can tank almost every spawn in nullsec with my Hulk.
And I am supposed to. Exhumer are deep space mining vessels.
It is what they are made for.
What is your guys problem with mining?
I agree that we need to take out the afk element, but you don't do that by nerfing - you do that by changing the mining mechanic alltogether and make it a minigame that needs attention of a human player.

edit:
About the concetration:
No to over 110%. Yes to 50% Highsec cap in concentration. Over 110% would cheapen the minerals. We don't need more yield.
We need a tad more low ends in deep null sec and better refining on POS'es.
75% refining cap sucks.

Oh and about the Survey Scanners: Finally give me one that is useful when I am boosted by a damn Rorqual.
Thanks a ton for that one I guess.
Amyclas Amatin
SUNDERING
Goonswarm Federation
#17 - 2013-03-20 08:00:07 UTC
Knorkor wrote:
So what you want is a ratting buff in high- and lowsec.
You don't give 2 cents about mining ;-).

I can tank almost every spawn in nullsec with my Hulk.
And I am supposed to. Exhumer are deep space mining vessels.
It is what they are made for.
What is your guys problem with mining?
I agree that we need to take out the afk element, but you don't do that by nerfing - you do that by changing the mining mechanic alltogether and make it a minigame that needs attention of a human player.

edit:
About the concetration:
No to over 110%. Yes to 50% Highsec cap in concentration. Over 110% would cheapen the minerals. We don't need more yield.
We need a tad more low ends in deep null sec and better refining on POS'es.
75% refining cap sucks.

Oh and about the Survey Scanners: Finally give me one that is useful when I am boosted by a damn Rorqual.
Thanks a ton for that one I guess.


Over 110% would cheapen the minerals, but perhaps it would increase overall null isk-per-hour?

Right now, it's better to suck SCORDITE in most cases, than to go to null.

You're saying better refining would be a better solution than better yields?

For more information on the New Order of High-Sec, please visit: http://www.minerbumping.com/

Remember that whenever you have a bad day in EVE, the correct reponse is "Thank you CCP, may I please have another?"

Dave Stark
#18 - 2013-03-20 08:58:31 UTC
why do people keep trying to fix something that isn't broken?
Dave Stark
#19 - 2013-03-20 09:03:04 UTC
Sabriz Adoudel wrote:
(I've never piloted a Mack but I have blown some of them up).


is it me, or does this line we can blissfully ignore your idea because you have no idea what you're talking about?
Whitehound
#20 - 2013-03-20 09:30:36 UTC
Why not post this in Features and Ideas Discussion?

On the topic:
It is really just another spin on those many "mining overhaul" threads. At least read the ideas of others and see if you cannot find similarities, pick up some of their ideas and simply build upon these than just creating another uncooked version.

Frankly, I do not think any of the miner gankers will ever go away unless you make them. Adding more rats just makes their job easier and all the talk about how AFK is bad is pure nonsense. I believe half of those miner gankers are experienced players who only skill up another character and until these characters fill their final role are these used in ganking random players in high-sec for lols. They do it because they are better at EVE than many high-sec players, have nothing else to do and because nobody can stop them. For all I care might CCP just add a new "buddy" program where players who already have an account with CCP can get a second account for a high price, but with 10m free SPs, so these players can get their character more quickly to where they need them. It is probably a bad idea, but anything is right now better than another mining overhaul thread...

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

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