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Mining Standstill?

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Author
Maria Dragoon
Brutor Tribe
Minmatar Republic
#41 - 2015-12-27 02:52:38 UTC
Daichi Yamato wrote:
Maria Dragoon wrote:
So you end up with afk mining because to be honest. Fly to point A: Aim at rock, then shoot doesn't exactly create exciting game play. This also in turn results in people selling the minerals at poor prices because they simply don't value their time.


Its because its low maintainance game play, but thats how many people like it. Some people mine with several accounts at once, others like to kick back and mine whilst doing chores around the house or chatting with friends over TS.

Minerals are cheap because its cheap and easy to mine, everyone can do it, and minerals have other sources like mission loot to push down the prices. Even if they did value their time, theres always plenty of people who've had an MTU do the work for them and had to merely press a button to get minerals.


Low maintenance? According to whom terms? Whom's definition? Is it because from day one you can jump into a ship and start doing it? Well you can do that for well... Missioning, and pvp. Anyone from day one has the skills do do missioning and pvp. Does that means they are low maintenance as well? I just don't see how mining requires any less maintenance then say, AFK missioning with drones. There still the risk that you will los... Oh, I get it now. You mean not very involving! That I do agree with you. there not much more involvement with mining outside of target rock, turn on strip miners/mining guns/ice mining wait for rock to vanish/wait for fleet commander to yell at you about something along the lines of "Turn off miners, switch to the rock next to it so you don't pop the rock"

As for mission loot and the act of recycling to get mineral goo from the loot. Well to be honest with you, I don't for see that being practical for much longer because of the whole tiericide thing going on.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#42 - 2015-12-27 03:01:06 UTC  |  Edited by: Scipio Artelius
Thorn Davidus wrote:
Primary bumping and secondary bumping are different things....primary bumping which is something being done to ships to get them into a kill zone should be hostile (obviously) while a secondary bump (i.e. into a friendly) can be easily distinguished. Not really an issue, just takes an ounce of thought.

Thorn

How does a computer program have an ounce of thought?

Sounds flippant, but it's not. When you seriously think about all of the possible accidental and deliberate bumping situations how does a program decide that one bump is hostile while another isn't.

If, for example I park a ship so that a freighter will bump me, how does the program decide the intent of either player, which don't exist as game objects?

This is a discussion that has been had many, many times and it only takes an ounce of thought to realise how difficult an issue it really is.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#43 - 2015-12-27 03:47:47 UTC
Teckos Pech wrote:
No, AFK mining is a thing because mining is so God awful boring. Trust me, people manage to semi-AFK mine in NS too.

If you want to buff the rats, IDC, really. Just don't buff the rat bounty. 1 trillion ISK entering the game economy every day is more than enough.

I personally don't actually care if rats have any bounty at all anywhere in space. My concern is that mining, while generally considered a PVE activity actually involves almost zero environmental danger. The mining activity itself is completely safe and has no chance of failing and the NPCs involved do single digit DPS.

It's because it's such a low-risk, uneventful activity that people are able to do it AFK at all.

If you want to discourage people from mining AFK, the way to do it is to have events happen (such as legitimately dangerous rats spawning) that require them to respond.

If you want to encourage people to be more actively involved then you should probably improve the profitability of mining as part of a group operation in a way that requires frequent interaction, versus sitting all by your lonesome in a belt until your massive ore bay is full then dropping it off and repeating.

If you want the maximum effect do both.

If AFK mining to be the optimal way to mine then just leave everything as it is.
Teckos Pech
Hogyoku
Goonswarm Federation
#44 - 2015-12-27 04:13:16 UTC  |  Edited by: Teckos Pech
Vimsy Vortis wrote:
Teckos Pech wrote:
No, AFK mining is a thing because mining is so God awful boring. Trust me, people manage to semi-AFK mine in NS too.

If you want to buff the rats, IDC, really. Just don't buff the rat bounty. 1 trillion ISK entering the game economy every day is more than enough.

I personally don't actually care if rats have any bounty at all anywhere in space. My concern is that mining, while generally considered a PVE activity actually involves almost zero environmental danger. The mining activity itself is completely safe and has no chance of failing and the NPCs involved do single digit DPS.

It's because it's such a low-risk, uneventful activity that people are able to do it AFK at all.

If you want to discourage people from mining AFK, the way to do it is to have events happen (such as legitimately dangerous rats spawning) that require them to respond.

If you want to encourage people to be more actively involved then you should probably improve the profitability of mining as part of a group operation in a way that requires frequent interaction, versus sitting all by your lonesome in a belt until your massive ore bay is full then dropping it off and repeating.

If you want the maximum effect do both.

If AFK mining to be the optimal way to mine then just leave everything as it is.


Or CODE. People coming along and ganking them because they are AFK.

And increasing mining profitability is easier said than done.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#45 - 2015-12-27 04:48:01 UTC  |  Edited by: Vimsy Vortis
Player created and NPC created threats are entirely separate things.

It's not reasonable to base game design around the existence of a single and specific player organization because they aren't a constant factor.

In fact the fact that CODE. exists at all is evidence of the game lacking a built in balancing factor to AFK gameplay in highsec. If you read James315's manifesto you'll find that this is the motivation he had for creating the new halaima code of conduct in the first place.

And yes, it might be difficult, but you don't not do something that should be done because doing the thing is difficult. You do it because it should be done.
Teckos Pech
Hogyoku
Goonswarm Federation
#46 - 2015-12-27 05:08:20 UTC
Vimsy Vortis wrote:
Player created and NPC created threats are entirely separate things.

It's not reasonable to base game design around the existence of a single and specific player organization because they aren't a constant factor.

In fact the fact that CODE. exists at all is evidence of the game lacking a built in balancing factor to AFK gameplay in highsec. If you read James315's manifesto you'll find that this is the motivation he had for creating the new halaima code of conduct in the first place.

And yes, it might be difficult, but you don't not do something that should be done because doing the thing is difficult. You do it because it should be done.


Who said we need a single player organization.

This is a sandbox PvP game. Things should be driven by players as opposed to NPCs. The fact that CODE. exists is an example of what people can do in a sandbox PvP game.

Here, let us try a few things to raise mining profits:


  • Fewer asteroid belts.
  • Less ore in each asteroid.
  • No more loot drops.
  • Nerf refining.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

elitatwo
Zansha Expansion
#47 - 2015-12-27 08:04:55 UTC
Vimsy Vortis wrote:
...If you read James315's manifesto you'll...[/i].


...be brainwashed to believe his nonsense.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

elitatwo
Zansha Expansion
#48 - 2015-12-27 08:06:35 UTC
Teckos Pech wrote:
...Here, let us try a few things to raise mining profits:


  • Fewer asteroid belts.
  • Less ore in each asteroid.
  • No more loot drops.
  • Nerf refining.


Let's not get ahead of ourselves, shall we.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Teckos Pech
Hogyoku
Goonswarm Federation
#49 - 2015-12-27 18:27:29 UTC
elitatwo wrote:
Teckos Pech wrote:
...Here, let us try a few things to raise mining profits:


  • Fewer asteroid belts.
  • Less ore in each asteroid.
  • No more loot drops.
  • Nerf refining.


Let's not get ahead of ourselves, shall we.


What? Want to make mining more profitable? Limit the supply, price goes up. We could also increase the mineral requirements for modules and ships.

Of course, changes to things like refining were done not too long ago along with changing compression (no more making 1,000 T1 rail guns and moving the rails to null and then reprocessing them into minerals).

It isn't like these things have been looked at and changed contrary to the OP.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#50 - 2015-12-27 18:44:21 UTC
Vimsy Vortis wrote:

It's not reasonable to base game design around the existence of a single and specific player organization because they aren't a constant factor.


The more I think about this the more I find it to be a really horrible point. We have a sandbox MMO, one of the few out there. The basic idea is that there is a relatively short list of rules and other than that it is "do what thou will".

Game content is not centered around NPCs like other games that many of us here curl our lips and sneer at. Something like CODE. is a prime example of this. You don't have to love James315 (personally I think he is a self absorbed gas bag who loves the sound of his own voice and it even carries over into his writing). However, I find that CODE. and other ganking organizations fascinating examples of emergent game play. Another example? Guys like Chribba who build up an unblemished reputation in game and act as a financial intermediary, the dude is his own House of Rothschild. Coalitions are yet another example. There is very little in the way in game mechanisms to create coalitions, but none-the-less they exist. These coalitions wage all sorts of wars. Economic wars (the ice interdiction, burn Jita/Amarr, wars against their neighbors, even cold wars). I was not at all surprised when OTEC formed a few years ago either, yet for it to happen in a game was kind of interesting. Not to mention spying. And when looking at the last one I was a fairly new member of the GBC when the Mittani and Goonswarm brought BoB to its knees and killed them (for awhile). I was in lots of fleets doing all kinds of stuff during that time.

And so what that player organizations are not a constant factor. That means the game can change and can be interesting. When I first started ganking was very different. Guys in T1 battleships and it was very, very rarely done just because. Now it has changed and you can't just ensure your safety by keeping the cargo value low and setting your autopilot and going to do the dishes.

There is lots of game content driven by players, big and small. To imply that game design should not be based around player driven content makes me wonder...do you and I even play the same game?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

elitatwo
Zansha Expansion
#51 - 2015-12-27 19:31:08 UTC
Teckos Pech wrote:
...When I first started ganking was very different. Guys in T1 battleships and it was very, very rarely done just because. Now it has changed and you can't just ensure your safety by keeping the cargo value low and setting your autopilot and going to do the dishes...


Good times back in the day. This "new age" yolo-swag poop that is going on these days is a result of people having too much isk on their hands.
Remember a Raven did cost 108 million isk and getting 100 million isk was a big deal and I am talking a naked ship without any modules on.
Today everyone is always in dire need of 50ß2384ß978527580132653796 carriers for moving from Tenal to Delve in 20 seconds and doing 3490529758056086103650245601 anomalies at the same time with impunity.

How dare scary w-space people come and interrupt farmille-online-sec?

I said it once in a questionare about the "economy" which I don't give a damn about, clear all wallets to zero, remove incursions and yolo-sawg faction warfare payouts and gate all farmville-sec anomalies with gates that only allow cruisers.

"Economy" and EVE fixed.

Screw miners! A monkey can mine and the IS-boxing trolls in farmville-sec, highsec and lowsec can too. The recent increase of farmville-ore makes me sick.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Teckos Pech
Hogyoku
Goonswarm Federation
#52 - 2015-12-27 19:52:07 UTC
Nevyn Auscent wrote:
Teckos Pech wrote:

As for ISK, 20-30/hour...is that million? No. **** no. Tell you what, how about we keep the bounties exactly the same, but you can have NS level rats blapping away at you guys. That should get you HS miners to HTFU enough to actually put some tank on your mining ships. As a reward, if you do happen to get an officer/faction spawn and the loot fairy is nice, meh, I'm fine with that as it wont add ISK to the game.

Sure, as long as we change all null bounties to the same 10k isk also. I mean you obviously do it for the fun not the 40-50 mil income you can turn belt ratting in Null with your attitude.
Really, with that one line you've shown exactly what you are on about, cheers.


The idea is that in NS you get bigger bounties for bigger rats and increased risks/issues. For example, nobody in HS gives a crap if a guy is cloaked in a system all day. People do care in NS. You have to take extra effort to either determine if he is AFK and/or rat with a group of people. Then there are roaming gangs and players who are almost universally hostile. Does a HS mission runner dock up every time some guy enters system? No. Plus we also have to periodically go out and, you know, defend our systems. And we don't have the luxury of having major trade hubs right next door where we can autopilot there and autopilot back.

And no, we don't rat for fun. We rat for the ISK and/or help pump up defense indices. Ratting in general sucks. It is predictable and boring.

You also seem to have completely missed the point. We do NOT need another isk source in the game. To be quite honest, I'd love to get rid of anomalies in NS and replace them with missions, even in sov null with LP payouts being the dominant reward. That would curtail the inflow of ISK into the economy and increase an existing ISK sink. There is another benefit as well, with missions and agents, they would scale with the system population. The need for "sprawl" in NS would be greatly reduced--i.e. you would not need to hold 50 systems to get 5 really good systems, 10 decent systems, and 10 more average systems with the rest being kind of crap for 2,500 players. Now a system with a good agent could support dozens if not a hundred players/pilots. And if existing NS empires reduced their sprawl even more there could be even more room in NS for additional entities. Plus, you'd have more people out in space and even moving between systems.

So, your posts indicate a level of both ignorance of the game economy and a level of entitlement.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#53 - 2015-12-27 22:15:31 UTC
I think this thread has run its course.

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