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High sec Mission runners just got completely screwed by CCP

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Author
Salvos Rhoska
#421 - 2014-03-22 10:59:00 UTC  |  Edited by: Salvos Rhoska
baltec1 wrote:
Refining junk is already the lowest isk earner in missions, this nerf is not going to impact anyone badly because you earn more just blitzing. The people who ship trit around as 425s arnt even going to miss it thanks to the compressing changes.

Its not even 5% of income to mission runners who do loot everything.


I agree entirely. Nor do I have any issue with this small loss in potential profits from those activities,because, as we all know, the profit from them is so small (and hence also the margins for reprocessors), and that though people may choose to harvest them for personal use, that is not really ISK/time efficient.

But that is only one symptom of the change.

What little incentive there was to bring back that junk, just got even lower. And the value of that junk just dropped concretely, because so did the mineral yield from them, meaning not only are reprocessors faced with market depleted of junk to reprocess, what little there is, yields less. This is a twofold negative effect on their profit margins which where slim to begin with. This effectively kills the profession as an isk maker, and relegates it to a weird correctional function of reprocessing your own items, at a huge loss compared to your own minerals invested in creating them, to correct for mistakenly producing the wrong stuff.

It still de-values all the reprocessable items in the universe, as a function of reprocessing them. Not because the price of minerals has changed, but because the efficiency of reprocessing them is reduced.

And as less items reprosessed, this invariably leads to inflation, because there is no margin for profit unless some idiot lists items at well below their reprocessible yield, which just now took a nosedive.

Again, the question arrises "why" implement this change, when as you yourself correctly observe, the 425 phenomenon is already corrected by the other two core changes.

Why this one additionally?

We have all already agreed that mission/rat/plex runners should infact not be bringing in the junk to begin with. They should instead run as many sites as possible. Why then is there a need to diminish the efficiency on an activity that is already agreed to be inefficient? It carriesnwith it the false implication that mission/rat/plex runners are bringing in so much loot, and reprocessing it so efficiently to minerals, that this would be a significant detractant to miners as primary mineral producers. But we have already established and agrees that this is NOT the case.

So why the change?

Furthermore, as other have indicated, there is an untold vastness of unprocessed modules sitting in peoples hangars at this very moment in time. All of that will take a huge nosedive in value as soon as the change goes live. And all subsequent modules will likewise have a reduced reprocessing value than they do now.

Since we all agree that mission/rat/plex runners reprocessable mineral income is already tiny to begin with, and an inefficient use of time, why this change? Its not like they are threatening the value of minerals, or miners. We already have agreed that they dont.
baltec1
Bat Country
Pandemic Horde
#422 - 2014-03-22 11:07:51 UTC
Tear Jar wrote:
Seraph Essael wrote:
To be fair, there's a mission runner in my corp who loots and refines his mission loot... He actually gets more from that per hour that a dedicated miner friend of his...
So yeah, this is a buff to mining and refining not a foot up the mission runners arses.

Link to devblog please... Stupid search function gone kaput on me damn phone...


Mission runners should get more per hour than miners, as mission running is a lot more work than mining.


Not in minerals they shouldnt.
baltec1
Bat Country
Pandemic Horde
#423 - 2014-03-22 11:17:00 UTC
Salvos Rhoska wrote:
baltec1 wrote:
Refining junk is already the lowest isk earner in missions, this nerf is not going to impact anyone badly because you earn more just blitzing. The people who ship trit around as 425s arnt even going to miss it thanks to the compressing changes.

Its not even 5% of income to mission runners who do loot everything.


I agree entirely. Nor do I have any issue with this small loss in potential profits from those activities,because, as we all know, the profit from them is so small (and hence also the margins for reprocessors), and that though people may choose to harvest them for personal use, that is not really ISK/time efficient.

But that is only one symptom of the change.

What little incentive there was to bring back that junk, just got even lower. And the value of that junk just dropped concretely, because so did the mineral yield from them, meaning not only are reprocessors faced with market depleted of junk to reprocess, what little there is, yields less. This is a twofold negative effect on their profit margins which where slim to begin with. This effectively kills the profession as an isk maker, and relegates it to a weird correctional function of reprocessing your own items, at a huge loss compared to your own minerals invested in creating them, to correct for mistakenly producing the wrong stuff.

It still de-values all the reprocessable items in the universe, as a function of reprocessing them. Not because the price of minerals has changed, but because the efficiency of reprocessing them is reduced.

And as less items reprosessed, this invariably leads to inflation, because there is no margin for profit unless some idiot lists items at well below their reprocessible yield, which just now took a nosedive.

Again, the question arrises "why" implement this change, when as you yourself correctly observe, the 425 phenomenon is already corrected by the other two core changes.

Why this one additionally?


Its solves other issues like gun compressing. Also if CCP need to alter build costs of a ything in the fure they dont have to do what they did with the cruisers and battleships to stop people from reprocessing them into free minerals from thin air.
Salvos Rhoska
#424 - 2014-03-22 11:28:50 UTC  |  Edited by: Salvos Rhoska
baltec1 wrote:
Its solves other issues like gun compressing. Also if CCP need to alter build costs of a ything in the fure they dont have to do what they did with the cruisers and battleships to stop people from reprocessing them into free minerals from thin air.


But we have already agreed that reprocessable loot, including gun mining, constitute only a tiny % of a mission/rat/plex runners potentialincome, and have established that a sensible person "doing it right" does not even bother with them.

There is an inherent contradiction here.

Either looting is a tiny % of income, as a factor of current reprocessing for mission/rat/plex runners income, and as we agree something a sensible player doing it "right" does not even bother with.

Or that tiny % of income constitutes a significant enough yield in minerals currently that players actually SHOULD be looting and reprocessing because it is infact not tiny at all.

Which is it?

They cant both be true.

I think everyone can agree that a reduction in efficiency is warranted. However I argue the magnitude of the nerf is too great.

As to gun compression, this is already addressed by the compression and higher ore refinement efficiency. Everyone already agreees those 2 changes already in and of themselves retire the 425 trick.
Tippia
Sunshine and Lollipops
#425 - 2014-03-22 11:33:18 UTC  |  Edited by: Tippia
Salvos Rhoska wrote:
It still de-values all the reprocessable items in the universe, as a function of reprocessing them.
No, it still only de-values the items that act as mineral sources — for everything else, the value remains determined by the actual production cost, which does not change.

Quote:
And as less items reprosessed, this invariably leads to inflation, because there is no margin for profit unless some idiot lists items at well below their reprocessible yield, which just now took a nosedive.
Yeah, no. You might want to look up what inflation actually means. A change that makes some (or all, according to you) items less valuable does not constitute an increase in the overall price level.

Quote:
Again, the question arrises "why" implement this change, when as you yourself correctly observe, the 425 phenomenon is already corrected by the other two core changes.

Why this one additionally?
For all the reasons already mentioned:
• It provides a sufficiently large margin where ore compression is strictly better than build-compression.
• It conceptually creates a clear separation between production and logistics.
• It offers a proper fix to replace the kludge that was ”extra materials” and to solve any similar issues that might arise in the future.
• It further reduces the viability of gun-mining.
• (Conditionally) it returns the functionality of meta goods as invention mutators and genuine fitting options.
• It means you have to commit to the production of an item when you build it.

All of that, and it doesn't even negatively affect anything that matters on the scale of things, and you have every reason to go through with it and no reason not to. It makes for a cleaner, more robust, and more varied game as well as a better foundation for future changes.

Quote:
There is an inherent contradiction here.
No. On the one hand, we have an activity that is so insignificant to personal income as to not be even nearly sufficient reason to keep a massive game improvement at bay. On the other hand, we have something that would be exploitable on a game-wrecking scale if done incorrectly. They exist on completely different axes. The apparent contradiction you should be reacting against is the supposedly marginal change in looting value compared to the supposedly large problem of gun mining…

…but there's no contradiction there either: not only is gun mining a bad thing regardless of what scale it happens at, we're also talking about a marginal change in individual income compared to an over-all market change. Something that is small on a individual level, multiplied with a whole lot of individuals (and there are a lot of mission runners out there) quickly accumulates into a large problem.
Tauranon
Weeesearch
CAStabouts
#426 - 2014-03-22 11:36:29 UTC  |  Edited by: Tauranon
Salvos Rhoska wrote:
@Baltec1: I just think the efficency drop is too great. I dont have any numbers to back it up, but the price of junk modules is I think one fairly accurate indicator of what kinds of narrow margins reprocessors are currently working within.



Margins don't change. This I don't understand why you keep harping on about. If the item reprocs for 55% of what it used to, the reproccers are going to offer 55% of what they used to, and they'll make up their absolute market size reduction issue by redirecting 50% of their capital towards ore processing tasks (allowing for some reduction in looting).

The only fail would be holding reproc modules over the changeover but you might be able to escape some deals by spotting some old orders too and you might be able to do some tight trades when the deadline becomes close too.

Ample time to farm up standings if you think highsec pos drops will be required for the broader business, but basically compression, and reproc require people to get out there and make region orders, so the 2 jobs will be naturally suited to the same type of player.

Also I don't get why you think reproc had bad margins. When I ran orders in cat, all the competitors tended to hover around the 30% gross margin, and we'd arrange (silently without actually talking to each other) to not compete tooooooo strongly over every module type. The margin was only ever bad if you bought your dross in jita.
Salvos Rhoska
#427 - 2014-03-22 12:07:07 UTC
Tippia wrote:
No, it still only de-values the items that act as mineral sources — for everything else, the value remains determined by the actual production cost, which does not change.


No, it devalues the reprocessing value of ALL reprocessable items. Whether the perceived value of the item is higher due to function, is irrelevant to that. Underneath that market value, its mineral value is reduced. Furthermore, the value of an iem is not only determined by the mineral cost of its production, but also by the esisting demand and supply of that item. Since the margin for profitting in reprocessig those items drops substantially, so does the existing supply increase, which mesns the ISK value of those items decreases as there are less items leaving the market by process of reprocessing.

Tippia wrote:
yeah, no. You might want to look up what inflation actually means. A change that makes some (or all, according to you) items less valuable does not constitute an increase in the overall price level.

In this specific instance, it does, because the reduced yield from reprocessing now falls far behind the cost of production. Meaning it is more profitable in almost all cases simply to manufacture a new item or use an existing one, than it is to reprocess that item. The margins where always narrow, as it is obvious that the reprocessing value cannot rationally exceed the production cost of an item, or people will simply stop producing it.

Tippia wrote:
For all the reasons already mentioned:
• It provides a sufficiently large margin where ore compression is strictly better than build-compression.
• It conceptually creates a clear separation between production and logistics.
• It offers a proper fix to replace the kludge that was ”extra materials” and to solve any similar issues that might arise in the future.
• It further reduces the viability of gun-mining.
• (Conditionally) it returns the functionality of meta goods as invention mutators and genuine fitting options.
• It means you have to commit to the production of an item when you build it.

-False. That is already accounted for in the compression changes themselves. This is furthermore false in the sense that every manufactured goods constitutes an appreciation in value as a factor of production expenses, over the constituent components. It is more efficient IRL to ship a freighter full of processed silicone chips, than it is to ship the silicate required to manufacture them.
-Wat? Pseudo-economics much? Are we creating "conceptuality" here?
-Extra materials are not a result of reprocessing efficiency. They are a result of stupidly artificially adding them to dommodities that should have been allowed to be determined by the market and considered in the design of those eaelier releases.
-We have already established that the % of mineral income from looting through reprocessing is tiny, and that sensible players shouldnt so it. Are you reneging on that and now claiming that sensible player SHOULD be looting and that infsct the % is suddenly now not tiny anymore? Get your storynstraight.
-Wat. The function of those goods in that capacity is unaffected by their reprocessing value.
-It also means that that is subsequently the only actual use for reprocessing, namely correcting your own stupid production plans

Tippia wrote:
All of that, and it doesn't even negatively affect anything that matters on the scale of things, and you have every reason to go through with it and no reason not to. It makes for a cleaner, more robust, and more varied game as well as a better foundation for future changes.


Lol. It negatively affects the reprocessed mineral value of every single reprocessible item in the entire universe.
Hows that for "doesnt even negatively affect anything that matters on the scale of things"?
Every single players current stockpiles of modules that have value only for reprocessing, take a direct nerf to their value.

The magnitude of the change is too great. Nobody is disputing that no item should reprocess into more minerals than is their manufacturing requirement. But the extent to which this nerfs the efficiency, is out of proportion.

Reprocessing is not a threat to mining or the economy. Its an opportunistic sink for reprocessables to exit the market, and though it thereby returns minerals to the market, it in no way shape or form threatens the position of miners as primary mineral producers. We have already agreed to a consensus that the % of income in the form of reprocessed minerals garnered from mission/rat/plex runners is so tiny as to make it inefficient for those players to even do so.

Should reprocessing efficiency be reduced? Yes. Should it be reeuced as much as proposed? Absolutely NOT.
baltec1
Bat Country
Pandemic Horde
#428 - 2014-03-22 12:12:25 UTC
Salvos Rhoska wrote:
baltec1 wrote:
Its solves other issues like gun compressing. Also if CCP need to alter build costs of a ything in the fure they dont have to do what they did with the cruisers and battleships to stop people from reprocessing them into free minerals from thin air.


But we have already agreed that reprocessable loot, including gun mining, constitute only a tiny % of a mission/rat/plex runners potentialincome, and have established that a sensible person "doing it right" does not even bother with them.

There is an inherent contradiction here.

Either looting is a tiny % of income, as a factor of current reprocessing for mission/rat/plex runners income, and as we agree something a sensible player doing it "right" does not even bother with.

Or that tiny % of income constitutes a significant enough yield in minerals currently that players actually SHOULD be looting and reprocessing because it is infact not tiny at all.

Which is it?

They cant both be true.

I think everyone can agree that a reduction in efficiency is warranted. However I argue the magnitude of the nerf is too great.

As to gun compression, this is already addressed by the compression and higher ore refinement efficiency. Everyone already agreees those 2 changes already in and of themselves retire the 425 trick.


You need to reread what l said because that had nothing to do what what you quoted.
Salvos Rhoska
#429 - 2014-03-22 12:24:06 UTC  |  Edited by: Salvos Rhoska
baltec1 wrote:
You need to reread what l said because that had nothing to do what what you quoted.


From my reading you raise two points as reasons for the change.
https://forums.eveonline.com/default.aspx?g=posts&m=4373731#post4373731

1) Gun Compression: On this point I refer to your eaelier statement:
baltec1 wrote:
Refining junk is already the lowest isk earner in missions, this nerf is not going to impact anyone badly because you earn more just blitzing. The people who ship trit around as 425s arnt even going to miss it thanks to the compressing changes..


Here you state that the reprocessing rate is actually superfluous to the gun compression 425 activity, and that the compression changes alone already are sufficient remedy for that to the point where "they wont even miss" the current reprocessing rate.

2) That CCP needs leeway for the future:
I agree entirely. But I disagree on the magnitude of the efficiency reduction. As long as the minerals required for the manufacture of an item outweigh those gained from reprocessing it, that leeway exists.

We all agree that the mineral income % into the market from mission/rat/plex is already tiny. We even go so far as to agree that it is so tiny, thatna sensible efficient player will not even bother with it. This being the consensus, it is not an argument for reducing the the mineral influx of that tiny % even further.
Tippia
Sunshine and Lollipops
#430 - 2014-03-22 12:28:12 UTC  |  Edited by: Tippia
Salvos Rhoska wrote:
No, it devalues the reprocessing value of ALL reprocessable items.
…which is irrelevant for the vast majority of items, and does not devalue the items themselves in any way. You can try to fudge the semantics all you like — a reduction in the reprocessing value does not devalue the item unless its only value lies in reprocessing, and that only ever holds true for ores, which won't get that treatment. It devalues a small portion of items that currently only exists as mineral sources; it has absolutely no effect on the value of the vast majority of items since they do not get their value from the reprocessing end but rather from their production process. This is handily demonstrated by the items that have no reprocessing at all and by the changes made in tiercide.

Quote:
In this specific instance, it does, because the reduced yield from reprocessing now falls far behind the cost of production.
That still doesn't entail an overall increase in prices. Some items (the aforementioned mineral sources) will go down in value; everything else remains the same since, you know, the basis for their value doesn't change. Oh, and if it's a better solution to just produce more, it means there will be a supply increase, which will lower prices. No matter how you try to push it around, there will be no general price increase.

Quote:
1) False
2) Wat? Pseudo-economics much? Are we creating "conceptuality" here?
3) Extra materials are not a result of reprocessing efficiency.
4) We have already established that the % of mineral income from looting through reprocessing is tiny
5) Wat.
6) It also means that that is subsequently the only actual use for reprocessing…

1. No, it's not false. It is, in fact, the entire reason for the change: you can alter the actual compression as much as you like, but without a margin for it work within, it will still be unused. This change creates the margin to give the compression mechanics room to breathe and a reason to exist. It's balancing 101: you can change functionality as much as you like, but if pre-existing functionality B already does it at 100% efficiency, A remains as pointless as ever. You can't turn A into a strictly better option without altering B as well. Oh, and your IRL example is not applicable to EVE, which is exactly why it's a problem that needs to be fixed.

2. It's has nothing to do with economics. It has to do with game design: one mechanic serves one purpose; a different mechanic serves a different one. Production is a separate entity from logistics and should therefore not be served by the same mechanic.

3. No-one said they were. Stop inventing strawman arguments. Extra materials were introduced as a fix to ensure that immense amount of value wasn't created out of thin air when build requirements changed. By removing the complete reversibility of production, that kludge is no longer needed — much larger changes can be made in build requirements without creating much of a problem, and the old change can be rolled back in favour of this new, much cleaner mechanism.

4. …and that doesn't change the fact that gun mining is conceptually bad design, and therefore could (and should) be reduced further, even to the point of outright removal. Moreover, just because it's a small percentage of the individual income doesn't mean it's not a problem on a systemic level.

5. By reducing their value as mineral sources, their original function as mutators and fitting options has a (very tiny, but still) chance of coming back to the surface.

6. No, the use is the same as it always was: to have an end-of-life for produced goods and to extract minerals from the mineral sources. The fact that you could use it to undo history was just bad design.

Quote:
Lol. It negatively affects the reprocessed mineral value of every single reprocessible item in the entire universe.
Hows that for "doesnt even negatively affect anything that matters on the scale of things"?
Because for the vast majority of items in the game, the reprocessed mineral value is irrelevant since they derive their value form the production process, not the end-of-life process.

Quote:
Should reprocessing efficiency be reduced? Yes. Should it be reeuced as much as proposed?
Yes, or it won't give the mineral compression mechanics the room needed to breathe and to have a very clear and uncontested purpose.
baltec1
Bat Country
Pandemic Horde
#431 - 2014-03-22 12:43:41 UTC
Salvos Rhoska wrote:
baltec1 wrote:
You need to reread what l said because that had nothing to do what what you quoted.


From my reading you raise two points as reasons for the change.
https://forums.eveonline.com/default.aspx?g=posts&m=4373731#post4373731

1) Gun Compression: On this point I refer to your eaelier statement:
baltec1 wrote:
Refining junk is already the lowest isk earner in missions, this nerf is not going to impact anyone badly because you earn more just blitzing. The people who ship trit around as 425s arnt even going to miss it thanks to the compressing changes..


Here you state that the reprocessing rate is actually superfluous to the gun compression 425 activity, and that the compression changes alone already are sufficient remedy for that to the point where "they wont even miss" the current reprocessing rate.

2) That CCP needs leeway for the future:
I agree entirely. But I disagree on the magnitude of the efficiency reduction. As long as the minerals required for the manufacture of an item outweigh those gained from reprocessing it, that leeway exists.

We all agree that the mineral income % into the market from mission/rat/plex is already tiny. We even go so far as to agree that it is so tiny, thatna sensible efficient player will not even bother with it. This being the consensus, it is not an argument for reducing the the mineral influx of that tiny % even further.


425s are just one of the ways to transport large amounts of minerals around. With this change there can be no possibility of anything being able to do a better job of compressing minerals. It will be fixed forever.

It also means that things like refining entire fleets of ships when CCP make changes to their build cost or if the market drops a ship to below its build cost that plays cannot just refine the ship for free minerals which hurts miners.
Salvos Rhoska
#432 - 2014-03-22 13:01:10 UTC  |  Edited by: Salvos Rhoska
baltec1 wrote:
425s are just one of the ways to transport large amounts of minerals around. With this change there can be no possibility of anything being able to do a better job of compressing minerals. It will be fixed forever.

It also means that things like refining entire fleets of ships when CCP make changes to their build cost or if the market drops a ship to below its build cost that plays cannot just refine the ship for free minerals which hurts miners.


Do you have absolute confidence that the reprocessing efficiency nerf is set at a correct value?

I agree with what should be fixed in your post, as well as that they should be fixed "forever", but is it certain that the nerf has the lowest possible magnitude to ensure that?

Do you however recognise what this change does to the base mineral yield of all reprocessable items in the game, and its repercussions to the margins of the reprocessing profession and skill set? In my perception, it effectively kills it as an isk making activity, amd relegates it to a correctional role for manufacturers who find they for one reason or another need to reprocess their own production in order to reapply it at a loss for a more lucrative production venture.

Though I understand and accept that necessary changes may marginalise some activities to the brink of extinction, for the overall good of the game, I would hope that efforts are made to retain Reprocessing as as valid a profession as possible. It serves many important functions as a means of sinking items from the market, as an alternative source of minerals and as an opportunistic trade profession for keeping the market "neat" by culling irrational pricing.
Tippia
Sunshine and Lollipops
#433 - 2014-03-22 13:04:59 UTC  |  Edited by: Tippia
Salvos Rhoska wrote:
In my perception, it effectively kills it as an isk making activity, amd relegates it to a correctional role for manufacturers who find they for one reason or another need to reprocess their own production in order to reapply it at a loss for a more lucrative production venture.

The ability to pick up goods for less than their mineral value and either relisting them at a proper price or just extracting the minerals out of them does not go away with this change. The volumes may change; the activity itself does not.

Also, it (entirely properly) reduces that correctional role for manufacturers, so it hardly relegates the functionality to that role — if anything, it moves away from that particular usage.
Dinsdale Pirannha
Pirannha Corp
#434 - 2014-03-22 13:07:48 UTC
I simply cannot fathom why CCP continues to ruin the gaming experience for mission runners and new player miners who don't have the refine skills, nor money for implants, to mitigate the devastation being wrought by these changes.

CCP truly must hate a large percentage of their own subscription base, which is fiscal insanity.
baltec1
Bat Country
Pandemic Horde
#435 - 2014-03-22 13:09:43 UTC
Salvos Rhoska wrote:
baltec1 wrote:
425s are just one of the ways to transport large amounts of minerals around. With this change there can be no possibility of anything being able to do a better job of compressing minerals. It will be fixed forever.

It also means that things like refining entire fleets of ships when CCP make changes to their build cost or if the market drops a ship to below its build cost that plays cannot just refine the ship for free minerals which hurts miners.


Do you have absolute confidence that the reprocessing efficiency nerf is set at a correct value?

I agree with what should be fixed in your post, as well as that they should be fixed "forever", but is it certain that the nerf has the lowest possible magnitude to ensure that?

Do you however recognise what this change does to the base mineral yield of all reprocessable items in the game, and its repercussions to the margins of the reprocessing profession and skill set? In my perception, it effectively kills it as an isk making activity, amd relegates it to a correctional role for manufacturers who find they for one reason or another need to reprocess their own production in order to reapply it at a loss for a more lucrative production venture.


I wouldnt back it if it was flawed.

This change is good for the game and will not impact much if at all anyone trying to make isk in missions.
Tippia
Sunshine and Lollipops
#436 - 2014-03-22 13:10:25 UTC
Dinsdale Pirannha wrote:
I simply cannot fathom why CCP continues to ruin the gaming experience for mission runners and new player miners who don't have the refine skills, nor money for implants, to mitigate the devastation being wrought by these changes.
Largely because it doesn't particularly ruin or devastate anything — it slightly reduces a very marginal part of their income that they will quickly be able to leave behind.
Salvos Rhoska
#437 - 2014-03-22 13:16:57 UTC  |  Edited by: Salvos Rhoska
baltec1 wrote:
I wouldnt back it if it was flawed.

This change is good for the game and will not impact much if at all anyone trying to make isk in missions.


Do you have some additional sources at hand as to what methodology was used to determine and to set the magnitude of the proposed reprocessing efficiency nerf?

The Dev blog does not elaborate on those, and neither does the associated thread to my reading of it.

I also added a small edit to my previous post regarding the importance of Reprocessing of as a profession to the game that you may have missed or wish to comment on, as the issue is wider than merely affecting the potential income of mission/rat/plex runners, on whom we can all agree the change has only a small effect, but an effect nonetheless.
Good Posting
Doomheim
#438 - 2014-03-22 13:23:52 UTC
I run missions, anomalies and combat sites but i never loot. Blitzing is more efficient, at least for me. Now with the MTU i pick stuff like 1600 meta plates or meta guns, and not always. LPs is where the money is.

Maybe this change is a cool buff to other guys with refine/indy skills, but i don't see how this is ruining mission running.
Also, i agree with the different refining percentages between low and high sec stations because eve is suppossed to be a game where the risks have more rewards and to be honest i rarely see this, so probably this is a good step forward.
Salvos Rhoska
#439 - 2014-03-22 13:25:52 UTC  |  Edited by: Salvos Rhoska
Good Posting wrote:
Also, i agree with the different refining percentages between low and high sec stations because eve is suppossed to be a game where the risks have more rewards and to be honest i rarely see this, so probably this is a good step forward.


Reprocessing of loot remains flat throughout the universe, and all stations.
The only recourse to increasing reprocessing efficiency, is skilling.
The efficiency stratification on stations is only for ore/ice refining.
Tauranon
Weeesearch
CAStabouts
#440 - 2014-03-22 13:39:09 UTC
Salvos Rhoska wrote:

Do you have absolute confidence that the reprocessing efficiency nerf is set at a correct value?



after looking at the extra materials on my dominix BPO I'd say yes it is (the old tier 1, tech 1 BS are probably the source of the upper bound on the number they could choose).