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NPC loot underminds the mining and production professions!!

First post
Author
Alvatore DiMarco
Capricious Endeavours Ltd
#61 - 2013-06-24 04:02:48 UTC  |  Edited by: Alvatore DiMarco
This thread started out bad, got worse, got a little bit better, but then got worse again.

Now you're talking about "other professions" that are "suppressed" because of "rats dropping too many things". What other professions are suppressed, then? I'm interested to hear the list of professions that would suddenly be free to grow if rats dropped nothing but ISK and these weird "upgrade pieces" that a lot of players would be too lazy to bother with.

Also, I'd like to point out that someone much earlier in the thread said that shooting rats is the only way to get salvage. That's not actually correct, as the primary yield of Relic Sites is T1 and T2 salvage.
Shereza
Center for Advanced Studies
Gallente Federation
#62 - 2013-06-24 05:17:18 UTC  |  Edited by: Shereza
Adunh Slavy wrote:
You expect me to waste my time to come up with a proposal on how you can reproc rat droppings to minerals when rats dropping too many things, including minerals, is what I and many others see as a problem? Right.


Me wrote:
Now I'll meet you halfway here. You propose an idea for reprocessing wrecks to retrieve their (remaining) mineral value and I'll critique it.


You were the one that first spat out " Why aren't you upset that you can't get minerals from wrecks?" I just asked what your proposal for fixing that little "oversight" would be. Big smile

Adunh Slavy wrote:
Write all the words you want. It does not change the fact that many professions in Eve are supressed because shooting rats generates resources that are also generated by those other professions.


What other professions generate named gear?
TheButcherPete
KarmaFleet
Goonswarm Federation
#63 - 2013-06-24 05:36:01 UTC
You're in Black Core Alliance. I can't take anything you say seriously.

And to your suggestion. No.

This sounds too much like smithing, smithing will not go over well in EVE.

[b]THE KING OF EVE RADIO

If EVE is real, does that mean all of us are RMTrs?[/b]

Alvatore DiMarco
Capricious Endeavours Ltd
#64 - 2013-06-24 05:37:46 UTC
Is.. "smithing" .. a thing from... WoW?
Erutpar Ambient
The Scope
Gallente Federation
#65 - 2013-06-24 06:17:10 UTC
mynnna wrote:

It's only been a few weeks since the expansion launched and furthermore, most of nullsec is currently at war. And on top of THAT, highsec mining is still the vast majority of mining by volume in the game... I'd have to go back and dig through Diagoras' twitter feed to find the relevant tweets, but its not like low end supply was suddenly increased by 50% or something.


Highsec mining doesn't really affect me. I'm not importing low end minerals into highsec, though I do actually export them from there, or at least some mexalon now. The problem is the high end minerals. High sec actually generates high end minerals from missions. Though shooting lasers at asteroids may be the most efficient way of harvesting minerals, mission runners do it vicariously, without that being their primary objective. With this vicarious action they are supplementing mineral supply and generally are not adding to the mineral demand. That is then coupled by the fact that they harvest complete modules that make the produced modules obsolete therefor supplementing the production supply while also not adding to the demand, which then translates back to the mineral demand and decreases it further.

It gets worse from here.

Outside of industrial upgraded sov systems mining has a total resource limit. Though it may never get close to being all used it, it still exists. Mission running on the other hand has no resource limit. If enough pilots ran missions in high sec, they could completely supply all of the mineral demand of the game. I really don't know what the numbers are in actuality, but I really feel that even having the possibility of it happening is disheartening to the profession.

I wonder if it would be possible to get the numbers on modules dropped and the total amount of minerals they would/could/do generate. Reprocessed or sold they do stifle mining and production and by stifling production they stifle mining again.
Erutpar Ambient
The Scope
Gallente Federation
#66 - 2013-06-24 06:39:16 UTC
Zircon Dasher wrote:


1)Your SP intensive claim is factually false.
When you remove the SP that can cross over to other activities besides mineral acquisition its really not that skill intensive.
Off the top of my head the skills that can not translate are:
mining upg. I-V
exhumer IV-V
mining V(?)

Total SP value is a few mill in absolute terms and pales in comparison to other professions (so not great in relative terms either). The fact that you think this is relevant in the first place is p. laughable.

2)Your "Mission mining requires ship changes" is also factually false. Unless you mean to tell me that mining vessels that operate in places with multiple BS spawns magically lose the ability to deal with frig/cruiser rats in mining missions.

3) Your claim that highsec miners do not have access to high end materials is factually false (hint its in the same objects that mission runners get their "minerals" from)

4) You "undermind" your own argument by saying faction/deadspace/officer are ok.


1) You forgot about Refining V, Refinery Effeciency V, Astrogeology V, Industry V, Mining Barge V, and all of the Specific refining skills IV ranging from 1 to 4x skill training time multiplier. And then if you want to fly an orca for boosting there's another load of skills including level 5 leadership skills and the 8x Industrial command ship skill. Then there's a Rorqual which requires learning cap ship skills with high multipliers and the Industrial Reconfiguration that requires Mass Production V and Advanced Mass Production IV. Not sure what professions these skill requirements pale in comparison too.

2) I guess we should add drones and tanking to the list of skills to add on top of mining skills.

3) So you're counter point is that miners could switch to combat? This is the entire point of me making this thread. Good job getting it.

4) As for now my crusade is against the high volume loot. But it is true that those modules do also undermind harvesting and production.
Erutpar Ambient
The Scope
Gallente Federation
#67 - 2013-06-24 07:13:29 UTC
Shereza wrote:

Free loot from PCs doesn't show up (explicitly) in that cycle either, but that's kinda sorta what it's like for players. It's unrealistic to make NPCs function any differently from PCs in that regard. Likewise the only reasonable way to acquire officer items is to "farm mobs for epic loots." That's already an aspect of gameplay and one that CCP is very unlikely to change in the near future.


Wanted to address this misconception you had.

An NPC is generated by the game from nothing. There is an endless supply of NPCs to kill via missions and Sov military upgrades. When you kill an NPC and it drops modules, they bypass the harvesting and production cycle. Not only that but the isk acquired is also generated from the game and adds to the total in game isk requiring sinks to balance inflation.

A Player has to accumulate their ship and modules somehow. Either they build them or buy them from other people (or rats drop them). When you kill a Player the modules and loot that drop were mined and built (or Generated from an NPC). They then have to buy or build new ones and perpetuate the cycle of Harvest > Build > Destroy. Except for the NPC drops they collect. Any isk they spend on the ship or modules is then recirculated into the economy of eve and has no impact on inflation.

This is the idea you have to understand to get why this is an issue. Unless you're only talking about the "Realism" aspect which, in that case would mean the amount of NPCs in space would be dictated by the amount of minerals those factions farm/buy to produce them.

TheButcherPete wrote:
You're in Black Core Alliance. I can't take anything you say seriously.

And to your suggestion. No.

This sounds too much like smithing, smithing will not go over well in EVE.


I'm assuming you're talking about adding +'s to weapons. Then by that the term "Meta" can easily be replaced with a "+". Using the example i gave earlier ('Arbalest' Heavy Missile Launcher I) It could be renamed (Heavy Missile Launcher I +4). So you could say that "Smithing" already exists in eve in drop form. To be honest, i don't really see the need to have meta gear at all. We have Tech I, Tech II, Faction, Deadspace and Officer versions. Why the Tech 1 +0-4 versions too? It just means Tech I stuff is irrelevant which is the issue.

Now if by "Smithing" you mean making "weapons and armor" then i guess you missed the whole "sandbox" eve theory.
Malcanis
Vanishing Point.
The Initiative.
#68 - 2013-06-24 10:11:43 UTC
I would be happy for rats to drop BPCs for the meta 1-4 items instead of the items themselves, with those BPCs being bonused for Invention, with each meta level giving a small increase in success chance or ME quality.

That would turn rat loot into a mineral sink rather than a fountain, and would allow the less desirable & low-meta loot to have some economic value. It would also be a nice little invention buff.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#69 - 2013-06-24 11:05:43 UTC
Malcanis wrote:
I would be happy for rats to drop BPCs for the meta 1-4 items instead of the items themselves, with those BPCs being bonused for Invention, with each meta level giving a small increase in success chance or ME quality.

That would turn rat loot into a mineral sink rather than a fountain, and would allow the less desirable & low-meta loot to have some economic value. It would also be a nice little invention buff.


Nice idea i try to see it a bit in the rp line so, that means rats can drop bpc when they transport that stuff. But mostly they should drop damaged modules which u can salvage from the wreck (pc wrecks the same) because they used those guns. Should u find a wreck whiched used this equipment some of it should be damaged (salvageable) and others will be beyond repair. Maybe the Stuff drifts apart over time, maybe its getting damaged more and more through collisions over time but even when ships are npc controlled and built those ships would need minerals to produce (rp wise).

Erutpar Ambient wrote:

1) You forgot about Refining V, Refinery Effeciency V, Astrogeology V, Industry V, Mining Barge V, and all of the Specific refining skills IV ranging from 1 to 4x skill training time multiplier. And then if you want to fly an orca for boosting there's another load of skills including level 5 leadership skills and the 8x Industrial command ship skill. Then there's a Rorqual which requires learning cap ship skills with high multipliers and the Industrial Reconfiguration that requires Mass Production V and Advanced Mass Production IV. Not sure what professions these skill requirements pale in comparison too.


If i remember my mining/indu alt correctly refining and refinery effeciency is also needed to turn loot into minerals so that it is profitable or atleast break even. Industry is a skill which is rly useful for production and that only deals with mining indirectly afterall u could buy your mins. Specific Refining skills need a bit of time but i think u need them only at 1 or 2 (have to check long time since i trained my miner). Leadership skills for the orca are basic pvp skills if u field the ogb so stop crying. Rorqual i never tried.
Danika Princip
GoonWaffe
Goonswarm Federation
#70 - 2013-06-24 11:37:15 UTC
You know, a good chunk of the materials I use for production actually come from reprocessed rat crap, since I just cannot be bothered to mine most of the time. Why do you want me to be unable to generate my own materials less efficiently than I could if I mined?
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#71 - 2013-06-24 11:40:32 UTC
Alvatore DiMarco wrote:
OP must be trolling.



This

removed inappropriate ASCII art signature - CCP Eterne

chaosgrimm
Synth Tech
#72 - 2013-06-24 13:32:29 UTC  |  Edited by: chaosgrimm
Danika Princip wrote:
You know, a good chunk of the materials I use for production actually come from reprocessed rat crap, since I just cannot be bothered to mine most of the time. Why do you want me to be unable to generate my own materials less efficiently than I could if I mined?


I think the primary issue surrounding this isn't necessarily the materials you get from missioning/ratting, etc, but the T1 meta level items. The meta T1s dropped are better than what can be manufactured, and are obtained at rates or volumes that in many cases, drop the market prices of the meta T1s well below what it would cost to manufacture the non meta counterpart.

Just an example let's use 425mm autos:
At current min prices and before taxes + fees, they run around 130k to produce with a decent BPO material level and level 5 production efficiency. Note that that figure is at cost and before any profits. (closer to around 150k @ production efficiency 4 and no research)

The meta 3 I believe: 425mm Medium Gallium Machine Gun can currently be purchased in jita at approximately 65k. It is better and less expensive.

Imma go out on a limb and say that there aren't any T1 modules with T1 meta counterparts that can be produced for less than the average market value of its least valued meta module.
Adunh Slavy
#73 - 2013-06-24 13:47:53 UTC
Alvatore DiMarco wrote:
What other professions are suppressed, then? I'm interested to hear the list of professions that would suddenly be free to grow if rats dropped nothing but ISK and these weird "upgrade pieces" that a lot of players would be too lazy to bother with.

Also, I'd like to point out that someone much earlier in the thread said that shooting rats is the only way to get salvage. That's not actually correct, as the primary yield of Relic Sites is T1 and T2 salvage.



Mining, Manufacturing, POS operations (Research as the primary driver since there would be more oppertunity to build, more meta 0 BPOs would be researched) as a consequence of POS operations ice mining too.

There's a concept known as oppertunity cost, go look it up.

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

Adunh Slavy
#74 - 2013-06-24 13:52:57 UTC
Danika Princip wrote:
You know, a good chunk of the materials I use for production actually come from reprocessed rat crap, since I just cannot be bothered to mine most of the time. Why do you want me to be unable to generate my own materials less efficiently than I could if I mined?



Which means there is less game play opportunity for other people who do not care to shoot rats. Why should other players suffer for you?

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

Zircon Dasher
#75 - 2013-06-24 15:11:17 UTC
Erutpar Ambient wrote:

1) You forgot about Refining V, Refinery Effeciency V, Astrogeology V, Industry V, Mining Barge V, and all of the Specific refining skills IV ranging from 1 to 4x skill training time multiplier. And then if you want to fly an orca for boosting there's another load of skills including level 5 leadership skills and the 8x Industrial command ship skill. Then there's a Rorqual which requires learning cap ship skills with high multipliers and the Industrial Reconfiguration that requires Mass Production V and Advanced Mass Production IV. Not sure what professions these skill requirements pale in comparison too.

2) I guess we should add drones and tanking to the list of skills to add on top of mining skills.

3) So you're counter point is that miners could switch to combat? This is the entire point of me making this thread. Good job getting it.

4) As for now my crusade is against the high volume loot. But it is true that those modules do also undermind harvesting and production.


I did not forget about the skills you list (and tank+drones would not count under your rubric) with the exception of the mining specific leaderships. I also forgot mining drones. I am sure those will compensate for the multiple rank 5,8 and 14 skills that other professions need.

If tank and drones are skills needed for mining, then miners do not need to "switch" to combat -- or combat ships-- in order to do mining missions.

Ah, so you are crusading against high volume. I am sure that you can provide up to date and accurate data to show that such a high volume exists? Meaning you have up to date CCP data which shows the amount of minerals that come from rats?

Troll on playa'..... it keeps this thread amusing since it is otherwise devoid of empirical content.Big smile

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Shereza
Center for Advanced Studies
Gallente Federation
#76 - 2013-06-24 15:18:22 UTC
Erutpar Ambient wrote:
When you kill an NPC and it drops modules, they bypass the harvesting and production cycle. Not only that but the isk acquired is also generated from the game and adds to the total in game isk requiring sinks to balance inflation


You shoot asteroids with lasers, get ore, refine ore into minerals, and use those minerals to build stuff. Harvest to production.

You shoot NPCs with lasers, and missiles, slugs of metal, and explosive projectiles as well, get crap, refine crap into
minerals, and use those minerals to build other stuff. Harvest to production.

NPC drops function as a secondary line of harvesting in that regard. Using the drops immediately does bypass the production step, but it's not an either or thing.

As for your issues regarding isk, you've got a perfectly valid point there, but how else would you expect new players to make sufficient isk to have a reasonable gaming experience without unreasonable effort? Increasing the isk for new character missions might help some, but too much and you'll front-load their isk so that they have a lot when they don't really know how to spend it well Associate high isk payments to later one-shot missions might do it as well, but that would require a bit of work on the part of CCP to create dozens of new missions that will only be run once. Of course I suppose a counter to that might be to drop rat bounties and mission payouts by 90% and then have mission rewards/bonuses increased by 200-300% (over the current value) for the first time you do them at that difficulty/agent level.

Erutpar Ambient wrote:
This is the idea you have to understand to get why this is an issue. Unless you're only talking about the "Realism" aspect which, in that case would mean the amount of NPCs in space would be dictated by the amount of minerals those factions farm/buy to produce them.


I get why it would be an issue for an industrialist who wants to raise the relative value of their work effort. I don't get why it's a concern for "hull miners" who would rather "mine" NPCs for their named "ore" drops to make their ships and other gear with.

As for realism, I don't have a problem as long as what players are saying is "realistic" actually is from an in-game perspective and it doesn't cause undue issues with the game. From that perspective making PCs and NPCs function differently when it comes to blowing up their ships doesn't work. Likewise having endless ships thrown at you with no apparent resource gathering doesn't work either. Unfortunately for that CCP can't guarantee any sort of significant NPC presence in the game without cutting realism corners to account for players being smarter and every NPC "thought process" increasing server load while player "thought processes" (and I use the quotation marks intentionally) don't cost CCP a dime.

Erutpar Ambient wrote:
Now if by "Smithing" you mean making "weapons and armor" then i guess you missed the whole "sandbox" eve theory.


The thing is that "sandbox" means we do with the environment what we want; it doesn't mean that CCP is beholden to make the environment a certain way. They are not obligated to make NPCs drop usable items, items to make items, or no items at all, and no matter what they do there the game is still a "sandbox game" so long as we can do pretty much whatever we want to with those items.

In fact you can make a case that by removing meta item drops from NPC wrecks, even if you substitute "upgrade" items for them, that you're removing choice from the game and making it less "sandbox" and more "themepark" because your choices for what to do with those items are diminished by one, reprocessing.

Malcanis wrote:
I would be happy for rats to drop BPCs for the meta 1-4 items instead of the items themselves, with those BPCs being bonused for Invention, with each meta level giving a small increase in success chance or ME quality.

That would turn rat loot into a mineral sink rather than a fountain, and would allow the less desirable & low-meta loot to have some economic value. It would also be a nice little invention buff.


They should drop something usable by players. Not even NPCs can go into battle with nothing but BPCs on their ship. Blink

Adunh Slavy wrote:
Which means there is less game play opportunity for other people who do not care to shoot rats. Why should other players suffer for you?


This is EVE Online. You know, pew pew. Seems to me that making others suffer for your enjoyment is part of the gameplay. Why should industrialists be immune to the pain, or even just some aspects of it? Why should only traders and shooters feel it all of EVE's pain in its full glory? Pirate
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#77 - 2013-06-24 15:28:07 UTC  |  Edited by: Jeanne-Luise Argenau
chaosgrimm wrote:
Danika Princip wrote:
You know, a good chunk of the materials I use for production actually come from reprocessed rat crap, since I just cannot be bothered to mine most of the time. Why do you want me to be unable to generate my own materials less efficiently than I could if I mined?


I think the primary issue surrounding this isn't necessarily the materials you get from missioning/ratting, etc, but the T1 meta level items. The meta T1s dropped are better than what can be manufactured, and are obtained at rates or volumes that in many cases, drop the market prices of the meta T1s well below what it would cost to manufacture the non meta counterpart.

Just an example let's use 425mm autos:
At current min prices and before taxes + fees, they run around 130k to produce with a decent BPO material level and level 5 production efficiency. Note that that figure is at cost and before any profits. (closer to around 150k @ production efficiency 4 and no research)

The meta 3 I believe: 425mm Medium Gallium Machine Gun can currently be purchased in jita at approximately 65k. It is better and less expensive.

Imma go out on a limb and say that there aren't any T1 modules with T1 meta counterparts that can be produced for less than the average market value of its least valued meta module.


nice point thats why i think somebody mentioned it before (me included) that the meta stuff that drops should be damaged. The Meta Items use the Standard Items which are overclocked so that they get better stats, means u could rep them with using a meta 0 module and get them working. As an example i never use meta 0 stuff if i can avoid it, because its mostly to cost inefficient. And if u do it this way u would probably increase the moving average of meta 0 items, ofcourse everything u salvage has to be able to be recycled in its core components (minerals).
Danika Princip
GoonWaffe
Goonswarm Federation
#78 - 2013-06-24 15:28:38 UTC
Adunh Slavy wrote:
Danika Princip wrote:
You know, a good chunk of the materials I use for production actually come from reprocessed rat crap, since I just cannot be bothered to mine most of the time. Why do you want me to be unable to generate my own materials less efficiently than I could if I mined?



Which means there is less game play opportunity for other people who do not care to shoot rats. Why should other players suffer for you?



What opportunity are they missing out on exactly? If the choice is between mining the gear myself, or salvaging my own sites, then can you explain what you're talking about?
Adunh Slavy
#79 - 2013-06-24 15:30:14 UTC
Shereza wrote:


Adunh Slavy wrote:
Which means there is less game play opportunity for other people who do not care to shoot rats. Why should other players suffer for you?


This is EVE Online. You know, pew pew. Seems to me that making others suffer for your enjoyment is part of the gameplay. Why should industrialists be immune to the pain, or even just some aspects of it? Why should only traders and shooters feel it all of EVE's pain in its full glory? Pirate



Ok, so have rats drop everything, then everyone can suffer.

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

Zircon Dasher
#80 - 2013-06-24 15:42:32 UTC  |  Edited by: Zircon Dasher
chaosgrimm wrote:
The meta T1s dropped are better than what can be manufactured, and are obtained at rates or volumes that in many cases, drop the market prices of the meta T1s well below what it would cost to manufacture the non meta counterpart.

Just an example let's use 425mm autos:
At current min prices and before taxes + fees, they run around 130k to produce with a decent BPO material level and level 5 production efficiency. Note that that figure is at cost and before any profits. (closer to around 150k @ production efficiency 4 and no research)

The meta 3 I believe: 425mm Medium Gallium Machine Gun can currently be purchased in jita at approximately 65k. It is better and less expensive.

Imma go out on a limb and say that there aren't any T1 modules with T1 meta counterparts that can be produced for less than the average market value of its least valued meta module.


I think you are assuming that the price of the dropped modules is based upon abundant supply. The funny thing is that CCP could make the drop rate .00000001% and it would not necessarily effect the market price.

If meta 1 mods are "too cheap" it has more to do with the previous nerf to mineral content (the artificial floor price) and the overall lack of people fitting them onto ships. That is why making upgrade tokens will decrease LVL 4 income. The upgrade tokens for anything but meta 4 (and sometimes meta3) will be worth squat since the demand for the actual items stems from the material content or invention.

Generally, tying meta 0 mods into named mods will only increase the demand for meta 0 on a small portion of total game items, since the demand for meta 1-3 (and even meta 4 in many cases) is not heavily driven by people using the item for its intended purpose.

The real "winners" of making this change are those items are those which have high t2 skill costs, items where t2 has worse stats than meta 4, and items which are actually used by large segments the population. In other words meta 4 weapons and a handful of other meta 3-4 modules.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.