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[March] Rorqual and Mining changes

First post First post First post
Author
marly cortez
Ministry of War
Amarr Empire
#701 - 2017-03-04 17:46:50 UTC
Read through all of this with a wry smile, THIS is what you wanted, sadly you did not think through the issue and factor in CCP to your calculations.

One group whined miserably that they wanted to be able to 'Get The Rorquals',

Another snivelled there Drones were to expensive and took weeks to get a payback on.

While yet another simply wanted to ride them as Big Battle Badgers, way to go homie's.

To name but a few on the 'I want', list.

And all through the thread well the haters just gotta hate don't you.

Get real you lot, CCP is looking to scalp the game of ISK, what better way than to have everyone buy really expensive ships, add even more expensive toys to it, settle down and mine like crazy then just as your about to make it to the big leagues, Kick you all in the face and nerf the crap out of the whole lot in the worst...for you that is...way.

Again you, The Players, wanted this, maybe next time you will remember CCP has never given the players in the whole history of Eve, anything worth having without a serious kick in the nutz to go with it.

End game solution.....Reprocess all the things and simply crash the market, Do not engage with anything Fozzie want to do, let him know he is not required any more. Good luck with that.

Humanity is the thin veneer that remains after you remove the baffled chimp.

Cade Windstalker
#702 - 2017-03-04 19:59:32 UTC
Gisiona TrielGisre wrote:
That may explain prices but not trade volumes and they are the major points here. Both Nullsec sourced minerals have not seen a increased trade volume, the highsec sourcable minerals have. this is because you are dead wrong here:


The relatively small volume increase is because most of the increase in minerals is happening out in Null and they aren't being transported in to High Sec, they're being traded and consumed out there, because transporting even compressed ore is expensive and risky relative to its value.

Gisiona TrielGisre wrote:
Highsec fleetmining yield has improved with the same expansion that introduced the rorqual. Mining fleets now sit on top of an Asteriod in belt, since the Orca sits there mining with its mining drones and th Barges also now have mostly mining drones out. They have become more viable options to use with the same patch, incase you have forgotten about that, or just didnĀ“t know in the first place.

It is not that easy to differentiate between market influences, but the data suggests that if you want to call it a market crash, it is more likely caused by highsec miners than null entities.


This is not correct, the maximum achievable mining yield on a Hulk did not change significantly between before the mining support ship changes and after, and the Orca went from basically sitting off a station or in a safe AFK to take the spot of an active mining ship on-grid.

The possible yield of High Sec mining also didn't change enough to account for the drop in mineral prices.

Lastly we see changes and fluctuations in mineral price around the time of the first Rorqual nerf, which we wouldn't see if your theory here was correct.

You're looking at too narrow a slice of the data here, and you're assuming that the Rorqual isn't a problem and then looking for evidence to support that. Remember, CCP has access to raw mineral yield data and therefore has a much clearer view of market activity than players can ever achieve. So when the data we do have is murky there should be at least a slight bias toward CCP's conclusions since they have more data and better analytics.

Iminent Penance wrote:
If mining is "too toxic and easy" make guns where you have to aim them in space, not just hit f1.

...

To those quoting mineral price trends, dont bother. Nobody from ccp will give a crap and then cade will come say "WATCH MY ECONOMICS: SUPPLY MEANS DEMAND AFFECTS IT" and write 5 paragraphs explaining how pve is bad for the game because it just is. Seriously he wouldn't need to type THAT MUCH if he had a valid point. Most his posts are inarguable jargon that isn't relevant half the time. YET HES ON EVERY PAGE.

....

It isn't rocket science, but damn sometimes the community and ...now devs.. sure make it look like it.


The game literally could not make guns aimable in space if it tried. A 2000 person fleet fight with collision detection on weapons would melt CCP's servers to a puddle.

If you're not understanding what I'm saying I could try simplifying it for you. I tried to keep most of the jargon out of what I was saying, which was the cause of some of the length, but if I've been unclear I could try clarifying. I think I'll need a more specific question or complaint than this to take a stab at doing so though... Roll

Also nothing I've said here is about how PvE is bad for the game, it's about why a mineral over supply is bad for the game. I'm actually quite a fan of good and rewarding PvE content. The better the PvE is in the game the more people will stick around and blow each other up with the ISK they've earned in PvE. Big smile

Kinda makes me feel like you may not have actually read my posts much Lol

marly cortez wrote:
Get real you lot, CCP is looking to scalp the game of ISK, what better way than to have everyone buy really expensive ships, add even more expensive toys to it, settle down and mine like crazy...


Actually if CCP wanted to reduce the ISK supply in the game they'd leave the Rorqual as-is. Per Eve Prosper on the o7 show we've seen a drop in the ISK supply since the Rorqual was introduced as people have moved from ISK generating activities to ISK neutral or ISK negative activities like mining or selling things on the market.
Soko99
Caldari Provisions
Caldari State
#703 - 2017-03-05 02:27:10 UTC
Cade Windstalker wrote:
Soko99 wrote:
Cade Windstalker wrote:
Sgt Ocker wrote:
The Rorqual certainly has a significant set of defenses - Just a pity none of it really matters when you look at how easy they are to kill
Keep nerfing mining drone amount, they wil once again find themselves being a worst option.


The problem with referencing zKill losses is that it only shows the ships that die, not the ships that live. I know several people who have had their Roquals dropped unsuccessfully, and I know at least one major Null Alliance has FAXes sitting around on standby (paid for by tips) to respond to drops on ratters and miners, with the result that you basically need a dread-bomb or better to successfully drop a Rorqual in their space.


So because people are prepared, the ship is OP?

Interesting mechanic.. better nerf all titans and Supercarriers, because generally those that field those are prepared thus the ships must be OP.


No, the Rorqual is OP because of the very visible and obvious effect it's had on the mineral market and the very obviously skewed cost/benefit equation it's created.

I was simply responding to the claim that some zKill losses mean that the Rorqual is 'easy to kill'.

Also, to respond to your other comment about cost vs reward. Effectiveness has always scaled linearly while cost scales exponentially. For example a fully fitted Dread costs 3-4b, a fully fitted T1 BS costs 3-400m. With HAWs the Dread does between 2 and 4 times the DPS of the Battleship for 10 times the cost.


Interesting how you're comparing a capital ship with weapons intended for sub-caps as far as DPS is concerned. Why not compare the DPS of a BB vs a Dread DPS.. with the proper guns, not the subcap ones? you're DPS increase is way more than 2-4 times. not to mention your EHP. Just compare running anoms to running level 4s. if you really want a proper risk/reward comparison.

Also.. the highly skewed risk/reward ratio is exactly that. You're risking a 13bil ship for a lot more minerals pulled it. But of course, you have to be in low or null, which means you're vulnerable a hell of a lot more, than your HS AFK mining fleets that are in abundance all over new eden. The fact that CCP is stepping in.. is making me realize that they really do not want nullsec/lowsec to be self sufficient. What they want, is for the risk averse HS players to keep getting more and more comfy and jammy..

Raven Ship
Center for Advanced Studies
Gallente Federation
#704 - 2017-03-05 04:51:55 UTC  |  Edited by: Raven Ship
Soko99 wrote:
Cade Windstalker wrote:
Soko99 wrote:
Cade Windstalker wrote:
Sgt Ocker wrote:
The Rorqual certainly has a significant set of defenses - Just a pity none of it really matters when you look at how easy they are to kill
Keep nerfing mining drone amount, they wil once again find themselves being a worst option.


The problem with referencing zKill losses is that it only shows the ships that die, not the ships that live. I know several people who have had their Roquals dropped unsuccessfully, and I know at least one major Null Alliance has FAXes sitting around on standby (paid for by tips) to respond to drops on ratters and miners, with the result that you basically need a dread-bomb or better to successfully drop a Rorqual in their space.


So because people are prepared, the ship is OP?

Interesting mechanic.. better nerf all titans and Supercarriers, because generally those that field those are prepared thus the ships must be OP.


No, the Rorqual is OP because of the very visible and obvious effect it's had on the mineral market and the very obviously skewed cost/benefit equation it's created.

I was simply responding to the claim that some zKill losses mean that the Rorqual is 'easy to kill'.

Also, to respond to your other comment about cost vs reward. Effectiveness has always scaled linearly while cost scales exponentially. For example a fully fitted Dread costs 3-4b, a fully fitted T1 BS costs 3-400m. With HAWs the Dread does between 2 and 4 times the DPS of the Battleship for 10 times the cost.


Interesting how you're comparing a capital ship with weapons intended for sub-caps as far as DPS is concerned. Why not compare the DPS of a BB vs a Dread DPS.. with the proper guns, not the subcap ones? you're DPS increase is way more than 2-4 times. not to mention your EHP. Just compare running anoms to running level 4s. if you really want a proper risk/reward comparison.

Also.. the highly skewed risk/reward ratio is exactly that. You're risking a 13bil ship for a lot more minerals pulled it. But of course, you have to be in low or null, which means you're vulnerable a hell of a lot more, than your HS AFK mining fleets that are in abundance all over new eden. The fact that CCP is stepping in.. is making me realize that they really do not want nullsec/lowsec to be self sufficient. What they want, is for the risk averse HS players to keep getting more and more comfy and jammy..



ISK thing come and come back all the time,
Now take BS like Raven, it have some DPS,
I will be non accurate but this is just for general figures,
DPS of 800, and it cost 1b,
now progres for this Raven would be better fit, and there are options available,
like 4% more dps on module from officer ballistics,
but those cost 4-5b each, and u want 4 of them,
so you have ship costing now 20b,
for progress in DPS from 800 to what 860?
That said this is how much more Rorqual, should mine over Hulk, anything above is over performing in this game environment.
Cade Windstalker
#705 - 2017-03-05 05:00:47 UTC
Soko99 wrote:
Interesting how you're comparing a capital ship with weapons intended for sub-caps as far as DPS is concerned. Why not compare the DPS of a BB vs a Dread DPS.. with the proper guns, not the subcap ones? you're DPS increase is way more than 2-4 times. not to mention your EHP. Just compare running anoms to running level 4s. if you really want a proper risk/reward comparison.

Also.. the highly skewed risk/reward ratio is exactly that. You're risking a 13bil ship for a lot more minerals pulled it. But of course, you have to be in low or null, which means you're vulnerable a hell of a lot more, than your HS AFK mining fleets that are in abundance all over new eden. The fact that CCP is stepping in.. is making me realize that they really do not want nullsec/lowsec to be self sufficient. What they want, is for the risk averse HS players to keep getting more and more comfy and jammy..


Because Caps using cap guns run on a different scale vs sub-caps for balance reasons. For those same balance reasons those same cap-guns deal massively reduced damage to sub-caps, to the point that you're better off being in a Battleship than trying to shoot a Battleship with cap-guns.

This isn't equivalent to the Rorqual. The equivalent case for a mining ship would be if there was some ore that the Rorqual had a specific bonus to mining. Sub-caps could still mine it, but the Rorqual had special drones oor something that were way more efficient but only against that ore. Since there's nothing like that I'm going to use HAWs for the comparison here because those operate on the same scaling as sub-caps.

If you'd like we could also compare T1 Cruisers to T1 Battleships, where you're looking at roughly double the DPS more or less for something like a 10x cost multiplier.

As for vulnerability, yes in theory, but in practice you can mitigate a lot of that. It's not easy by any means, but the practical results of this have still been a massive over-supply of minerals far beyond what even Null can absorb without consequences. Even with these nerfs Null is still perfectly capable of being self sufficient, the only thing stopping that is people not wanting to go out and mine, which is fine. The price of minerals is more or less regulated by the willingness of people to mine vs carrier ratting and other activities that produce raw ISK as opposed to materials.
Amphal Deka
The Darwin Establishment
#706 - 2017-03-05 16:55:02 UTC
Please place the excavator mining drones in LP store. With reducing the need for parts they should not cost 1.5b each. They should cost around one hulk. Let the orca use them as well ffs.
Nasar Vyron
S0utherN Comfort
#707 - 2017-03-05 17:21:23 UTC
No to the orcas using them. People need to move out of high sec if they want to actually make decent money. Giving them new or improving their faucets only encourages them to stay.


I'm all for cheaper T1 and T2 variants being released under similar mechanics to lasers.
T1 are cheap with a low yield.
T2 could be ore specific with higher yeilds than excavators (where ever their yield winds up)

One thing's for sure for the above to work they need to reduce the size of them. I'm not even against these drones requiring crystals to function or "burning out" as long as they're kept cheap.

Having them require crystals may actually be a good route if they changed them into something more like a fighter to require more micromanaging therefore limited the actual ability to multibox large fleets of them. Then they may be able to actually start easing up on the nerfs as well.
nairu krop
THORN Syndicate
Northern Coalition.
#708 - 2017-03-06 00:38:45 UTC
Give the Industrial core bonus's to local armor and hull reppers, just mirror the current shield bonus.




Cade Windstalker
#709 - 2017-03-06 04:04:30 UTC
nairu krop wrote:
Give the Industrial core bonus's to local armor and hull reppers, just mirror the current shield bonus.


Hull logi is intentionally left unbonused on any ship, largely because it doesn't make sense for a ship to devote specialized system space to faster hull repair. Generally if you're into Hull you have bigger problems. From a design perspective there are also potential issues due to the omni-tanked nature of hull and the relatively high resists it can easily achieve.

Also not much point beyond a few cheesy fits to giving the Rorqual a local armor rep bonus. You're basically never going to just local armor tank the thing, so the only likely use is a cheesy dual-tank fit or something equally ridiculous that would give the ship a tank buff it really doesn't need.
Jasper Binchiette
University of Caille
Gallente Federation
#710 - 2017-03-06 09:39:08 UTC
I refuse to believe the folks at CCP are stupid or lack intelligence, so what's going on?
Henry Plantgenet
Center for Advanced Studies
Gallente Federation
#711 - 2017-03-06 10:59:25 UTC
So nothing wrong with ice excavators then?
Cade Windstalker
#712 - 2017-03-06 13:44:46 UTC
Henry Plantgenet wrote:
So nothing wrong with ice excavators then?


*shrugs*

Ice market isn't crashing like a rock. Personally I think they should probably nerf those a little too, but ice is more supply limited than mining rate limited, so the impact of the Rorqual is going to be pretty minimal compared to the ore market.

Heck, maybe CCP are hoping that Ice Belts will start generating more conflict over their use.
Raven Ship
Center for Advanced Studies
Gallente Federation
#713 - 2017-03-06 14:59:28 UTC
Henry Plantgenet wrote:
So nothing wrong with ice excavators then?

Ice in nullsec is not mined most of time, thing is related to volume of compressed ice and products from ice, in relation to there value, this relation is much more generous for ore, that is why there is spodumain and crokyte oversupply flood.
HuntingFighter Trades Oramara
Salted Reaction Services
Pan-Intergalatic Business Community
#714 - 2017-03-06 15:07:03 UTC
Iowa Banshee wrote:
I don't think you needed to touch the way PANIC works

If you want the Rorqual to just use PANIC to support mining fleets then take away the ability for it to run warp scrams


The thing is that i saw a lot of rorquals till today that use Warp Scrams to prevent their excavators from getting booshed so I don't think this would solve the problem. Maybe it could be solved by saying you can't use scrams while having PANIC activated because a Rorqual who needs to prevent his Drones from getting Booshed and has to PANIC at the same time deserves to lose them since he is just incredibly dumb then.
Iminent Penance
Your Mom's Boyfriends
#715 - 2017-03-06 17:29:25 UTC
Jasper Binchiette wrote:
I refuse to believe the folks at CCP are stupid or lack intelligence, so what's going on?


multiboxing exhumers being more cost efficient = more accounts to plex.

Or fozzie is just trying to be an edgelord like his brilliant sov that made people literally quit because of how burned out they got.



Rorquals get 55% hit BEFORE travel time issues (which by the way 300m/s is slow)

Carriers get "your drones get shot a little more"

Don't worry though, ccp doesn't give a rats ass about blatant bias any more apparently.
Cade Windstalker
#716 - 2017-03-06 18:57:00 UTC
Iminent Penance wrote:
multiboxing exhumers being more cost efficient = more accounts to plex.


Except this thread is full of people saying how they re-subbed accounts to fly Rorquals and anyone who was using Exhumers before is either still doing so or trained/is training them to Rorquals... so this doesn't make much sense.

Iminent Penance wrote:
Rorquals get 55% hit BEFORE travel time issues (which by the way 300m/s is slow)


Um... no? This change is a roughly 25% nerf, the last one was a 25% nerf on the old value, the combined effect is something like 46% between the two. No idea where you got 55% nerf but it wasn't math.
Gadzooki
Doomheim
#717 - 2017-03-06 19:41:21 UTC
Um... no? This change is a roughly 25% nerf, the last one was a 25% nerf on the old value, the combined effect is something like 46% between the two. No idea where you got 55% nerf but it wasn't math.[/quote]


You might want to check your math, shorter cycles is infact a nerf (more time in transit). Or are you one of those "my minerals are free" morons?
Iminent Penance
Your Mom's Boyfriends
#718 - 2017-03-06 20:20:23 UTC  |  Edited by: Iminent Penance
Cade Windstalker wrote:
Iminent Penance wrote:
multiboxing exhumers being more cost efficient = more accounts to plex.


Except this thread is full of people saying how they re-subbed accounts to fly Rorquals and anyone who was using Exhumers before is either still doing so or trained/is training them to Rorquals... so this doesn't make much sense.

Iminent Penance wrote:
Rorquals get 55% hit BEFORE travel time issues (which by the way 300m/s is slow)


Um... no? This change is a roughly 25% nerf, the last one was a 25% nerf on the old value, the combined effect is something like 46% between the two. No idea where you got 55% nerf but it wasn't math.


I know you are trying to be an edgy dimwit.

But travel time is a factor unless the rorqual literally teleports to 0 on rocks instantly and never ever moves.

Seriously. You don't know nullsec. You don't know industry.

But you can PRETEND to know if you at least *tried* to think before spouting your baseless arguments.

To humor you. Calculate the travel time during an hour with the new cycle durations going 350m/s (VERY generous speed) at 4000m average. Its MUCH closer to a 50% nerf JUST with these changes according to "math" as you like to flaunt. I only lump it down to 35% because people like you wouldnt even bother to think or test anything the moment you hear something out of a range you can immediately agree with.

Put in the most minimal effort for your pretentious rambling to have SOME credibility.

Edit to this. Looking at the rocks on SISI, even this math is wrong because the mountainous rocks now will add even more travel time per cycle. Enjoy figuring that out though, theyre huge -.-

And another thing to consider in your "calculations" that you won't do but will post arguments pretending that you have... Excavators' BASe orbit is 5000m range for optimal. Aka even at 0 itll take upwards of 6 seconds at worst case to return, EACH cycle. So for "math's" sake thats 60 times 6 seconds lost an hour.

Yeah. the "base" value is affected by more travel time.

I don't know where you get the gall to argue on here. But it isnt from math.
Nasar Vyron
S0utherN Comfort
#719 - 2017-03-06 20:40:53 UTC  |  Edited by: Nasar Vyron
Gadzooki wrote:
You might want to check your math, shorter cycles is infact a nerf (more time in transit). Or are you one of those "my minerals are free" morons?


That is Cade you're talking to. He would like everyone to believe he has any actual game development experience. I have a feeling he interned somewhere when he was younger (if even this much, likely just likes reading up on it) and thinks that gives anything he says credence.

I will say this though, your math is wrong. We will be mining (on paper no travel time) 56.25% what we were before. That mean's a 43.75% combined nerf.

However, where devs seem to love ignoring is that even sitting at 0 on an asteroid we will never see those numbers. Asteroids have a size in space, orbits occur around the outside of that radius, not the center point, which means their plans to increase the size of the asteroids means wider orbits for the drones. Wider orbits means even sitting at zero like we do now, the drones themselves will have futher to travel to get back to our ships before returning back to the asteroid again to begin their mining cycles.

As each most asteroids have a different radius, and it is typically unwise to actually sit zero on an asteroid due to risk of bumping when you do inevitably need to warp out it is nearly impossible to even get a true average travel time between asteroid and ship. It's best to figure that each time a cycle ends it takes about 5 seconds from cycle stop to cycle re-start for a well placed rorqual currently - assuming the drone doesn't bump off the backside of the asteroid itself. Assuming no change to belt or asteroid size that means each cycle as far as we are concerned will take approximately:

Best case: 26.92% nerf from current values
Wost cases: 27.94% nerf from current values

That is not taking into account the time it takes to re position the rorq between asteroid as that has too many variables to properly account for. Distance to ping location, burning towards rock, unknown increase in roid and belt size after patch, etc. However, it does give you an idea of how much increasing the current small radius of an asteroid could have if they increase it to the point where they become visible at most distances.

The above simply being solved by not adjusting these features as they do effect yield to a degree by simple giving asteroids brackets.
Iminent Penance
Your Mom's Boyfriends
#720 - 2017-03-06 20:49:08 UTC  |  Edited by: Iminent Penance
Nasar Vyron wrote:
Gadzooki wrote:
You might want to check your math, shorter cycles is infact a nerf (more time in transit). Or are you one of those "my minerals are free" morons?


That is Cade you're talking to. He would like everyone to believe he has any actual game development experience. I have a feeling he interned somewhere when he was younger (if even this much, likely just likes reading up on it) and thinks that gives anything he says credence.

I will say this though, your math is wrong. We will be mining (on paper no travel time) 56.25% what we were before. That mean's a 43.75% combined nerf.

However, where devs seem to love ignoring is that even sitting at 0 on an asteroid we will never see those numbers. Asteroids have a size in space, orbits occur around the outside of that radius, not the center point, which means their plans to increase the size of the asteroids means wider orbits for the drones. Wider orbits means even sitting at zero like we do now, the drones themselves will have futher to travel to get back to our ships before returning back to the asteroid again to begin their mining cycles.

As each most asteroids have a different radius, and it is typically unwise to actually sit zero on an asteroid due to risk of bumping when you do inevitably need to warp out it is nearly impossible to even get a true average travel time between asteroid and ship. It's best to figure that each time a cycle ends it takes about 5 seconds from cycle stop to cycle re-start for a well placed rorqual currently - assuming the drone doesn't bump off the backside of the asteroid itself. Assuming no change to belt or asteroid size that means each cycle as far as we are concerned will take approximately:

Best case: 26.92% nerf from current values
Wost cases: 27.94% nerf from current values

That is not taking into account the time it takes to re position the rorq between asteroid as that has too many variables to properly account for. Distance to ping location, burning towards rock, unknown increase in roid and belt size after patch, etc. However, it does give you an idea of how much increasing the current small radius of an asteroid could have if they increase it to the point where they become visible at most distances.

The above simply being solved by not adjusting these features as they do effect yield to a degree by simple giving asteroids brackets.


Usually the average distance you will achieve is 1000m give or take and that's ignoring a TON of travel time and other factors that decimate the yield i mentioned (drone sharpshooting can add 1km optimal... more travel)

The actual travel time + the orbit radius + average distance being beyond 0 (which it will be until asteroid tractor beams exist, and they wont)allows drones to return from a 4000 range up to 11km away, If they have to hit that scenario more often due to the shortened cycles, it amplifies the effect.

So the math isn't wrong, it is just the "optimal case" perspective people are choosing over realistic cases

also check sisi. Rock sizes have... indeed changed https://i.gyazo.com/e88e90afcebf3a0fb4a6a8651dd3b575.jpg