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Reprocessing Changes Dev Blog

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Author
Batelle
Federal Navy Academy
#121 - 2014-03-26 17:27:06 UTC
Ginger Barbarella wrote:

Logic would suggest that better industrial refinements and techniques (ie, real research and development into techniques and infrastructure) would be available in a high population, "safer" environment, versus always-at-war, high risk environments for any kind of sustained settlement. Why would high sec, being safer and more populous, NOT have higher-end industry and manufacturing techniques than those available in nearly-nomadic, unstable, dangerous environments like out on the edges of space?


Just pretend its a fee that the NPC owners are extracting. Since that would make sense.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Emiko Rowna
Keys To The Stars
#122 - 2014-03-26 20:34:16 UTC
How do people think these changes are going to impact new plays and their ability to make ISK?
Gilbaron
The Scope
Gallente Federation
#123 - 2014-03-26 22:35:54 UTC
the only ones that will see a difference are those that depend on looting and salvaging the sites other people have cleared.

newbie miners will simply sell ore, maybe even at a better rate than before
Inspiration
#124 - 2014-03-27 18:57:08 UTC  |  Edited by: Inspiration
Ginger Barbarella wrote:
Gizznitt Malikite wrote:
Kijyat wrote:
If it isn't broke don't fix it...


Perfect Refine at all Highsec stations is broken from a game balance POV.


Logic would suggest that better industrial refinements and techniques (ie, real research and development into techniques and infrastructure) would be available in a high population, "safer" environment, versus always-at-war, high risk environments for any kind of sustained settlement. Why would high sec, being safer and more populous, NOT have higher-end industry and manufacturing techniques than those available in nearly-nomadic, unstable, dangerous environments like out on the edges of space?

The logic of giving higher refining advantages to remote, dangerous, unstable, and lowly populated regions without the advantage of the brightest minds of industry is just plain dumb.


Actually, it is the reverse...in populated areas the industrial techniques that can be used are limited by:

* Energy use
* Safety
* Used space
* Impact on infrastructure
* Pollution effects

Cities with high amounts of industry always have it outside of populated areas. This means that using new and more advanced, potentially dangerous refining methods, will never be used in a station. Only the absolute safe, low energy methods would be allowed.

So real life agrees with more industry in POS and the lesser methods in NPC stations to prevent total monopolies. The NPC refine is worse on purpose and only still there for game balance reasons.

BTW: I am glad you are not a city planner :)

I am serious!

brinelan
#125 - 2014-03-27 22:32:00 UTC
Ginger Barbarella wrote:
Gizznitt Malikite wrote:
Kijyat wrote:
If it isn't broke don't fix it...


Perfect Refine at all Highsec stations is broken from a game balance POV.


Logic would suggest that better industrial refinements and techniques (ie, real research and development into techniques and infrastructure) would be available in a high population, "safer" environment, versus always-at-war, high risk environments for any kind of sustained settlement. Why would high sec, being safer and more populous, NOT have higher-end industry and manufacturing techniques than those available in nearly-nomadic, unstable, dangerous environments like out on the edges of space?

The logic of giving higher refining advantages to remote, dangerous, unstable, and lowly populated regions without the advantage of the brightest minds of industry is just plain dumb.


because something that players build should always be better then what is gifted by npcs, especially considering what goes in to just getting to the point where you can place an outpost.
GreasyCarl Semah
A Game as Old as Empire
#126 - 2014-03-27 23:45:21 UTC
Ginger Barbarella wrote:
Gizznitt Malikite wrote:
Kijyat wrote:
If it isn't broke don't fix it...


Perfect Refine at all Highsec stations is broken from a game balance POV.


Logic would suggest that better industrial refinements and techniques (ie, real research and development into techniques and infrastructure) would be available in a high population, "safer" environment, versus always-at-war, high risk environments for any kind of sustained settlement. Why would high sec, being safer and more populous, NOT have higher-end industry and manufacturing techniques than those available in nearly-nomadic, unstable, dangerous environments like out on the edges of space?

The logic of giving higher refining advantages to remote, dangerous, unstable, and lowly populated regions without the advantage of the brightest minds of industry is just plain dumb.


Not only that but the areas with the best resources would be the first to have higher security. After all, there would be more to gain by securing them.
Dinsdale Pirannha
Pirannha Corp
#127 - 2014-03-28 03:05:59 UTC
Emiko Rowna wrote:
How do people think these changes are going to impact new plays and their ability to make ISK?


It will destroy them.
Plain and simple.
This is an enormous hit to low skilled miners, and any low skilled players who followed others in mission sites looting.

But that is all part of the plan to wipe out high sec as a viable place to make a living income.
Congrats null sec cartels, you are one step closer to destroying the incubator for the vast majority of the new players.
Gilbaron
The Scope
Gallente Federation
#128 - 2014-03-28 03:57:40 UTC  |  Edited by: Gilbaron
The best incubator for new players right now is brave newbies. Very much not a Highsec carebear Corp.

New players going down the Highsec miner way tend to quit because their eve is boring. New industry corps in nullsec, fueled by idealism and the hope of building a glorious nullsec empire tend to die. Because it's not profitable and nobody needs them.

You have proven again and again that you have absolutely no idea what you are talking about. Why am I even reasoning with you? Please just go away.
Emiko Rowna
Keys To The Stars
#129 - 2014-03-28 04:28:16 UTC
Loot! When I reprocess it now will I need to start splitting all of my stacks in to ones to get the best return?


If I have an item that gives one megacyte per item and I can reprocess at 60% with rounding I would think that I will get one megacyte.

So now if I have 10 of the same item and I reprocess the stack that could give 10 megacyte will I only get 6 megacyte? With the same stack of 10 items split in to ones and done 10 times will give 10 megacyte I believe.


Is this correct? If so, how can this be considered a good thing for game play?
Kijyat
BTK Mercenary Group
Lucky Starbase Syndicate
#130 - 2014-03-28 13:33:07 UTC
In the real world the best industry and manufacturing plants are placed in a secured location close to the best resources and in many cases, a portion of the population (5-8%) will build itself around these plants for various reasons. Most real world city planners plan for that.

In a wartime situation allied forces would attempt to destroy/secure resources in a hostile location for as long as possible to deny the enemy and if possible (risk v reward) small industry (minor supplies/ammo) would be developed. To support the wartime effort, industry in safe locations would crank out massive amounts of war materials (vehicles, ammo, and supplies) to be transported to the front lines. All research and development would be conducted in the safe locations. Do you really think a country would build aircraft carriers, massive manufacturing plants, or conduct chemical weapon research in the middle of a war zone?

Players/corps that choose to move their operations out of hi sec do so at their own risk and shouldn't be rewarded any bonuses to refining since reprocessing is simply a click of a button. Regardless of space or how the items got to the reprocessing station, its a click of a button.

As far as player made items go, please show me where the game has allowed player made ships to be better than ones bought on the npc market. A npc kestral is the same as a player made kestral.

Many players need the 100% refine for income purposes. I refine 99% of module drops to make money and taking over 25% of my income just to balance compression ratios of a ship only few people fly hurts. If the ship means that much to the dev team..do the common sense thing and balance its compression ratio. The devs should have soley addressed the 100% without maxed skills.

With all the hi sec nerfs and the devs continuance of trying to trick players into low/wh/null space with baited carrots of gold, I believe in a few years the only hi sec systems will be the trade hubs. I wouldnt be suprised to see hi sec space shrink in the next expansion.
Inspiration
#131 - 2014-03-28 19:17:15 UTC  |  Edited by: Inspiration
Kijyat wrote:
In the real world the best industry and manufacturing plants are placed in a secured location close to the best resources and in many cases, a portion of the population (5-8%) will build itself around these plants for various reasons. Most real world city planners plan for that.


Not even close, and certainly not the best. Heavy industries like oil refineries and ore smelters, power plants (especially nuclear) have no residential nearby. Nowhere near even 1% of a city population will come close to such spaces. A good nuclear plant has no advantage to being close to a populated area, it does not becomes better for it, but worse! The same is true of other most heavy industry!

Kijyat wrote:
In a wartime situation allied forces would attempt to destroy/secure resources in a hostile location for as long as possible to deny the enemy and if possible (risk v reward) small industry (minor supplies/ammo) would be developed. To support the wartime effort, industry in safe locations would crank out massive amounts of war materials (vehicles, ammo, and supplies) to be transported to the front lines. All research and development would be conducted in the safe locations. Do you really think a country would build aircraft carriers, massive manufacturing plants, or conduct chemical weapon research in the middle of a war zone?


A POS is not a war zone until that corporation gets into a war. Then there is a viable alternative for industry in NPC stations, be it at some efficiency costs. All the stuff a corporation needs to be active in a war can be bought of market and shipped in from other places. During wartime no sensible person goes mining to get ore for munitions and/.or ships. Your analogy falls really short here.

Kijyat wrote:
Players/corps that choose to move their operations out of hi sec do so at their own risk and shouldn't be rewarded any bonuses to refining since reprocessing is simply a click of a button. Regardless of space or how the items got to the reprocessing station, its a click of a button.

As far as player made items go, please show me where the game has allowed player made ships to be better than ones bought on the npc market. A npc kestral is the same as a player made kestral.


Yous dismiss everything that makes it harder to get access to the benefit and then say the case you compare to it is equal. Well obviously, you just proved otherwise.

With respect to player build items:

Well, player build outposts already are worse off then current NPC stations. They are clearly not the same deal. If you argue they are, then why do they not have the same refine rate. Why are there NPC stations that have different rates?

If on the other hand you argue that an outpost is NOT a station and that there aren't real NPC equivalents. In that case, your comparison doesnt make sense and it is logical they can have different refine rates.

In two opposite ways of looking at it, your argument fails and is thus either not applicable (proves nothing) or simply false. Also the cost of an identical item, can be different depending on location...there is nothing unusual about it.

Kijyat wrote:
Many players need the 100% refine for income purposes. I refine 99% of module drops to make money and taking over 25% of my income just to balance compression ratios of a ship only few people fly hurts. If the ship means that much to the dev team..do the common sense thing and balance its compression ratio. The devs should have soley addressed the 100% without maxed skills.


I get that your income from loot gets nerved. Other then my opinion that 100% recycle is unreal and that it should also never be near as effective as say mining, i got no real opinion. The devs are in a much better situation to look at the macro numbers and decide how much a nerf is needed. That a nerf is needed is logical, the current state of affairs is absurd.

The rest of what you wrote i cannot make heads, nor tails off. Maybe you can redo that in a follow up post. It is hard to respond to something I cannot read.

Kijyat wrote:
With all the hi sec nerfs and the devs continuance of trying to trick players into low/wh/null space with baited carrots of gold, I believe in a few years the only hi sec systems will be the trade hubs. I wouldnt be suprised to see hi sec space shrink in the next expansion.


I think you have a misconception of what actually has been done over all these years. We got Incursions, which many people like and earn lots of ISK in. We have seen PI, where mass manufacturers around Jita made good money. We have seen a huge mining and mining ship buff not too long ago. Same for T1 haulers.

There also have been some limited nerfs, like high sec ICE belts for example. Better PI in riskier systems and better mission LP in riskier systems. But as long as some high sec mission hubs and surroundings have around a hundred or more people in local, it is hard to argue those nerfs are anywhere near fatal.

So I agree there has been a gentle push toward more dangerous spaces, nothing wrong with that IMHO. I would like to see some attention to the older high sec activities such as missions, they are too repeating to my taste.

As for high sec maybe shrinking, i certainly hope so. EVE needs some evolution in the territorial landscape. And with more and more capsuleers it only makes perfect sense empire influence becomes less. This will not be a bad thing, but you will need to adapt. WIth changes also come new opportunities.

I like a bit of freshness every few years, don't you?

I am serious!

Tau Cabalander
Retirement Retreat
Working Stiffs
#132 - 2014-03-28 19:55:26 UTC
Inspiration wrote:
I like a bit of freshness every few years, don't you?

I'm pretty sure that CCP Unifex, CCP Soundwave, and CCP Fozzie have all been quoted as saying that CCP intentionally stirs the pot from time to time to prevent stagnation.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#133 - 2014-03-28 20:21:30 UTC  |  Edited by: Corraidhin Farsaidh
Inspiration wrote:


Not even close, and certainly not the best. Heavy industries like oil refineries and ore smelters, power plants (especially nuclear) have no residential nearby. Nowhere near even 1% of a city population will come close to such spaces. A good nuclear plant has no advantage to being close to a populated area, it does not becomes better for it, but worse! The same is true of other most heavy industry!


I'm guessing you've never been to the UK...Cities grew around the manufacturing areas *because* that's where the work is. Ever heard of Sellafield? That's one of our nuclear plants with a thriving community living around it. Aberdeen in Scotland is the hub of the oils industry and is heavily populated and has zero (0) unemployment. People only refine materials in the source area if it is too difficult to move the raw goods to the manufacturing areas. British Steel grew in the area in and around Sheffield since that's where all the iron ore was. Coal and ore mining sat side-by-side with the factories, in turn surrounded by the homes of the workers.

This change does seem a little like making it so that null sec folks can be more self sufficient. I thought the point of some things being rare in null was so that they had to interact with the rest of Eve? Better refining means more mexallon for a start.. I'm not averse to change but this seems to be gifting nullsec folks with more profit at the expense of hisec (and therefore the new and learning player base). Nullsec life already has many advantages over hisec/losec, I certainly don't think they can cry poverty when they can have a battle where 75 Titans get vaporized! I'm not keen on the current proposal myself, if they want people to migrate from hisec they need to give an incentive through better PvE which in turn leads to PvP.

Personally I like my hisec life since it lets me make my own way doing what takes my fancy. Anything that pushes me down the sec areas takes away my choices as through necessity I would need to join other alliances that have specific requirements on time/ship loadouts/ops etc. I am not a number I'm a free clone! (clone 4 to be exact...oh wait...damn...)...
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#134 - 2014-03-29 00:14:38 UTC
As there is already a thread on the same topic, this one gets a lock.

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