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Reprocessing Changes

Author
Pickle Surprize
The Scope
Gallente Federation
#1 - 2014-03-24 16:14:13 UTC
I am ok with most of what is going on in This blog. They needed to fix the reprocessing rates of modules. As it is right now it is better to rat and reprocess all the modules you get that to mine with roqual boosts. However there is pros and cons with changing it. I would like to go over those and then suggest a few ideas that may help to alleviate some of the dependencies.

Just a bit of background information first so you know where we are coming from. CVA lives in the null security space called providence. I am a member of one of three or so mining groups in CVA but we are the largest at 4 members (plus a few alts); so the space we live in isn't necessarily an industrialist's dream.

In providence there is no way of betting Mexallon or Megacyte from the belts. This has been true since providence was created. This forced use to adapt and overcome and use salvage from rats for the minerals we needed. This forced people who could not fly any sort of offensive ship to train at least up to battle ships so they could harvest the rats.

We have tried upgrading the system because we can get belts that spawn ore that produce Mexallon and Megacyte. However, unlike most places (i am sure), we are surrounded by people who are bad at pvp. People, who when you ask what their best kill is, show you a ratting ship kill. People who think that killing miners is something to brag about like it was a daring feat or some hard earned accomplishment. Nothing gets these mavericks of space more excited then going to a system that has some sort of industrial index. This is fine, because the reprocessing of the modules gives us a work around.

So here is my suggestion. As of right now CCP is on the binge of making high security space more appealing to live in so this idea is going to be counterintuitive. Make it so high security stations are worthless to reprocess materials in. High security industrialists are hardly risking anything so it would be fair if they got hardly anything in return. In null security reduce the output of reprocessed modules by 10%. That would make mining a better option than farming rats but still give us the minerals we need and a work around from the angry pvp-pros next door.

I did find this a little depressing:

Quote:
After the summer expansion, all outposts will now have a default 50% reprocessing rate (on all items, including ore, ices, ships, ammunition etc…). However:

Amarr, Caldari and Gallente outposts can be upgraded to further increase ore and ice reprocessing by 2%, 4% and 7% (for a total of 52%, 54% and 57%)
Minmatar outposts can be upgraded to add further 3%, 7% and 10% on ore and ice reprocessing rates (for a total of 53%, 57% and 60%)


This means that the Amarr Outpost is going to be the only one needed. You can refine minerals and reprocess junk with 97% or better efficiency research blueprints and build in the same outpost. Why would you want anything else? Being apart of CVA i am entitled to shout AMARR VICTOR! but i do it with a heavy heart.

My suggestion here is don't change the stations. They are fine the way they are. If people want refineries then they should build a refinery outpost. That is not easy, we did it (and we have an Amarr outpost too), but it keeps it to where there is only one worthless outpost instead of 3 worthless outposts.

If you are going to go through with this plan i would suggest that either:

A) you make it so there can be more than one outpost per null security system (too OP in my opinion)

B) make it so stations can be destroyed (this way you can put in a new Amarr outpost).

Anyway those are my thoughts on the matter.
Batelle
Federal Navy Academy
#2 - 2014-03-24 16:38:45 UTC
its hard to get mexallon in null, this is intended. If you have trouble finding some, ship it in.

Giving nullsec an edge on the (still-nerfed) scrap reprocessing would be interesting. Nullsec relies on it more, and there could be some incentive to import modules from empire for scrapping.

the rest of the station changes are fine as-is. The edge the minmatar outpost has is still pretty good. 3% is a lot if you consider the refinery will be used for major t1 production or capital production. Bringing up the other stations on refining just seems like a necessity to make it usable and accessible. The manufacturing slots on the amarr station don't seem like such a huge advantage, chances are a lot of that production will go into pos arrays anyway. But in either case i see some more changes/adjustments happening to stations before the summer.

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Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2014-03-24 17:07:12 UTC

1.) Making your own thread for feedback is inappropriate. The Dev Blog already has a 75 page comment thread, being read by developers, for your feedback. Post there like expected, so you don't clutter up F&I with your redundant crap.

2.) Mexallon is hard to get in null. Mine it if you don't like.

3.) QQ, you have a hard time mining in null because you get attacked. Deal with it or leave null.

4.) Mining should be done primarily with mining ships. Why do we care if your gun mining gets nerfed?
Pickle Surprize
The Scope
Gallente Federation
#4 - 2014-03-24 17:27:50 UTC
Gizznitt Malikite wrote:

1.) Making your own thread for feedback is inappropriate. The Dev Blog already has a 75 page comment thread, being read by developers, for your feedback. Post there like expected, so you don't clutter up F&I with your redundant crap.

2.) Mexallon is hard to get in null. Mine it if you don't like.

3.) QQ, you have a hard time mining in null because you get attacked. Deal with it or leave null.

4.) Mining should be done primarily with mining ships. Why do we care if your gun mining gets nerfed?


Didn't read anything i wrote did you? Well they do say that reading comprehension is down these days.