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Thread Statistics | Show CCP posts - 7 post(s) |
Myyona
Minmatar Ataraxia Pharmacies
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Posted - 2009.03.07 23:02:00 -
[61]
Edited by: Myyona on 07/03/2009 23:02:15 Hi.
I am one a few suppliers of synth boosters in all of EVE, and I am running the whole show solo. Everything from acquiring equipment, skills and BPCs for the process, to tracking down and harvest the gas as well as running a production POS, I am all doing by my self.
I do this because this is my thing. I walk off the beaten path. I certainly do not do it for the isk as there simply is no good sense to go into synth booster production when you could be mining instead. Disregarding all the initial investment hassle and the cost and risk of running a low sec POS, the time it takes to harvest the gas alone makes it simply unprofitable compared to high sec mining.
I would propose to simple double the output for synth boosters(make every BPC make 2 synth boosters pr. production run instead of 1) and keep everything else the same. Not for me to double my profits, but to allow me to cut my price in half and still end up with the same profit. The effect of synth boosters are simple too poor compared to their "base price", which is dictated by the profits you could easily achieved by doing something completely different the synth booster production. As I not will advice you to improve the benefits of synth boosters, I will propose this alternative instead.
In general I look forward to being able to add some regular booster production to my synth production line.
--- Nobody can do everything, but everybody can do nothing |
Myyona
Minmatar Ataraxia Pharmacies
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Posted - 2009.03.07 23:48:00 -
[62]
Btw. am I correct in assuming that the coming of tech 2 gas harvesters will change nothing about the time it takes to mine gas for boosters?
As the size for one unit of booster gas is 10 m3 and every tech 2 gas harvester pull in 15 m3 pr. cycle, they will only be able to pull in one unit of gas pr. cycle exactly like tech 1 gas harvesters.
--- Nobody can do everything, but everybody can do nothing |
Alexander Knott
Ars ex Discordia GoonSwarm
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Posted - 2009.03.08 06:38:00 -
[63]
This is pretty silly. We had some guys in our corp producing the speed boosters (pre-speed nerf) and the problem was not lack of availability -- there just wasn't any demand for the stuff. Increasing the supply will just make producing drugs even less worthwhile than it was before.
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Cailais
Amarr Galactic Geographic
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Posted - 2009.03.08 10:55:00 -
[64]
Originally by: Alexander Knott This is pretty silly. We had some guys in our corp producing the speed boosters (pre-speed nerf) and the problem was not lack of availability -- there just wasn't any demand for the stuff. Increasing the supply will just make producing drugs even less worthwhile than it was before.
Overall not many produced them, so their overall availability across all markets was low - so low in fact I don't think many players even noticed their introduction.
Because they arent very common few player who did know about them bothered to train the skills required for their use - so it was a bit of a vicious circle really.
Perhaps these changes will change that but only time can tell.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Carniflex
Caldari Schmoo Manufacturing Inc.
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Posted - 2009.03.08 13:07:00 -
[65]
Originally by: Cailais
Originally by: Alexander Knott This is pretty silly. We had some guys in our corp producing the speed boosters (pre-speed nerf) and the problem was not lack of availability -- there just wasn't any demand for the stuff. Increasing the supply will just make producing drugs even less worthwhile than it was before.
Overall not many produced them, so their overall availability across all markets was low - so low in fact I don't think many players even noticed their introduction.
Because they arent very common few player who did know about them bothered to train the skills required for their use - so it was a bit of a vicious circle really.
Perhaps these changes will change that but only time can tell.
C.
Should the boosters get cheap enough then more people would use them. The reason why there is 'no demand' is bcos the boost provided is not worth the cost. Secondary issue is also, that booster effects are not beneficial for 'isk making' activities - sure they increase your survivability by boosting tank and speed - but if you already can survive (and in most isk generating activities like mining/PvE the survival is not a question) then additional survival effectivity is 'wasted'. Especially if you have to pay 25 mil / h for that additional 25% bonus (or whatever the strong boosters are atm).
So you end up with very limited demand in the form of dreadnaught pilots (and some mothership/carrier ones) who live and die by their tanking ability and are fielding equipment where 25 mil/h is pocket change. Or pre speednerf guys who were already using 500+ mil in faction mods plus snake set.
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wert668
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Posted - 2009.03.08 14:02:00 -
[66]
Any words of new T2 gas miners? Bonuses for mining barges / exhumers?
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Alexander Knott
Ars ex Discordia GoonSwarm
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Posted - 2009.03.08 15:50:00 -
[67]
Sadly, the cost (about 5mil/dose) was reflective of the effort and capital needed to produce them. If the prices come down, production of them will become the domain of role players and those not very good at math.
Mostly I just reject the notion that 0.0 players "aren't capitalizing on resources in their own back yard". That whole concept is pretty crazy -- in general, 0.0 players are desperate for better schemes for making isk given the poor resource density in most 0.0 regions. The problem was the inability to sell the boosters at a price that made it worth the cost of producing them.
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Patripassion
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Posted - 2009.03.08 19:20:00 -
[68]
Thank you for addressing my questions, CCP Dropbear, I really appreciate it ^_^
Originally by: Patripassion When acquiring blueprints is a time-consuming process, the cost goes up... We've changed it so that it is a little easier (and only a little, see the above reply to Verys) to acquire these important pieces in the booster production pipeline.
While I'm sure producers will appreciate this, my concern is that an increase in supply seems unlikely to also cause an increase in demand, especially for illegal boosters. In this case, running a nearly unique nullsec resource site seems less profitable than mining or ratting in the same area. Especially when one must split the resulting profits several ways --seemingly by design.
Quote: I personally think that 0.0 has remained roughly the same in terms of exclusivity. It gains a greater supply of much-needed BPCs (which it still offers exclusively) and still remains the best supply of Cyto as well. Trying to build a drug empire out of lowsec alone will not be an easy task. Of course, if nullsec entities are not capitalizing on the resources in their own backyard, then they risk leaving themselves open to lowsec producers moving in on the market - if they can.
It's possible that an increase in supply will make the strong and improved boosters a more viable project, but I'm dubious -- maybe a 0.0 gas site is more profitable than mining unprofitable ore, but at present the profit-hunters in nullsec prefer to run the non-gas exploration sites in a manner similar to how people used to go after the 10/10 dungeons. Less fuss, less manpower required, more profit. More competition, perhaps, but with good reason.
Thanks again for addressing my questions, I don't mean to seem ungrateful for the attention that this interesting section of the game is receiving, I'm just worried about the risk:reward situation, especially as compares to lowsec and other nullsec activities. It almost seems like you want 0.0 booster sites to seem appealing to lowsec pilots but not to nullsec pilots.
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CCP Dropbear
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Posted - 2009.03.09 02:52:00 -
[69]
Originally by: Alexander Knott Mostly I just reject the notion that 0.0 players "aren't capitalizing on resources in their own back yard"
I think you misunderstood, I didn't say that they were. I said that after Apocrypha, with small-scale lowsec production becoming possible, that there would be added risk for doing so.
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Wollari
Phoenix Industries Intrepid Crossing
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Posted - 2009.03.09 15:19:00 -
[70]
Originally by: Xira Xarien Do the Drone Region get Gas Clouds or new Exploration sites as well? Why limited to Pirate Factions anyway, are Drones not Pirates?
Quote again.
@CCP: you're only talking about the five pirate factions. What about the drone regions?
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CCP Dropbear
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Posted - 2009.03.09 17:44:00 -
[71]
Sorry, I forgot to address this earlier.
When we added to the pre-existing content, we stuck to the same distribution scheme that it had. This greatly helped us streamline and fast-track the production process, since we then didn't have to devise new distributions, make sure they were balanced, etc - all within two weeks (and really, it needed to be a few days, so that we could then go with that and create content for it for the majority of our two weeks). Basically, what I'm saying is that deviating from those pre-existing distributions was outside the scope of what we could afford to do within a fortnight of development.
One unfortunate result of that was that regions without pre-existing content, such as Drone Regions, didn't get anything new. We're aware of it, though, and we do think it's a shame. We do try and make our content as accessible as possible, sometimes it's just beyond what we can deliver within a strict time frame, however.
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Tarminic
24th Imperial Crusade
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Posted - 2009.03.09 19:03:00 -
[72]
Originally by: Tarminic CCP Dropbear, While the increase in booster supply is much appreciated, are you guys looking at the mechanic behind boosters in general?
Personally, I'm not a fan of the current chance-based booster side effect mechanic, I'd prefer to make a tactical decision rather than just gamble on either getting no side effect or one that doesn't impact me negatively too much. Have you guys considered altering the way boosters function regarding that aspect? I'd be more interested in seeing: 1. A "hangover" effect instead of a possible side effect - the booster wears off after X amount of time but for 2*X or 3*X that time (logged in if you want to make things really interesting) the booster has one of the current side effects applied. 2. An actual addiction mechanic, whereby the side effects/hangovers are reduced by consuming boosters regularly but if you stop consuming them at a certain interval you start suffering withdrawal symptoms.
Care to comment on this or is something like this outside of your realm? ---------------- Play EVE: Downtime Madness v0.83 (Updated 7/3) |
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CCP Dropbear
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Posted - 2009.03.09 19:43:00 -
[73]
As I said earlier, redesigning boosters wouldn't be something our own department undertook on its own.
But yeah, I like the addiction idea myself. Hangovers are a less promising way to go, for me personally. The mechanics are too avoidable and thus, it's not much of a consequence. But that's just personal opinion and thinking out loud (and not too hard, either). That's not the official CCP view on the matter of what way is best (which I have no idea about either way).
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Nexus Kinnon
Genos Occidere
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Posted - 2009.03.10 17:56:00 -
[74]
So, CCP Dropbear, are you a fan of Garmon's work then? If so, for what specifically?
Originally by: Sol'Kanar I am the spermicidal cream to your semen of lies.
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Finderup Soren
Caldari untaught
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Posted - 2009.03.23 14:34:00 -
[75]
I think this is a great feature CCP!!! :)
I still remember my very first Drug Pos in Cloud Ring in the time before any guides were available :) I never did any moonmining so DAMN i made a lot of failures.... It took me 48 hours of straight gametime before that damn pos was working and i had my first drop booster..... I think i produced somewhat 50 of these before i actually worked out that NONE of those could be used for anything less then a huge "turret" dreadnaught gang :) (actually pretty funny that u can shoot moving BS in a dreadnaught with the Drop Boosters )
Then after searching the vast areas of space i finally found my niche in Cloud Ring " ARMOR boosters" mmmmmmm that **** made a fortune selling to my pimps in low sec and just by chance the required clouds were in fountain..... And we all know what a cess pool that region is :)
I will say again that for people with a bit of extra ISK boosters are WORTH it :) just watch some of the "garmanation" videos on evefiles to see the power of an active armor tanked ship with exile boosters :)
I can only say that boosters made it both funny and worthwhile for me to play EVE and I hope others will benefit from the changes!
GOOD LUCK
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Roger Douglas
Infinite Improbability Inc Mostly Harmless
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Posted - 2009.03.27 21:02:00 -
[76]
I would suggest that if you truly wished to expand the usage of this mechanic and make it more accessible, then perhaps you should increase the supply coming in through exploration of the Nanite Control skillbooks. This would lower the current price of around 300 million to something more reasonable and accessible to younger players looking for that extra edge.
This small change alone would make a huge difference in the usage of this content. Another enhancement might be to change the effect of the Nanite Control skillbook from 5% to 10%. That might actually justify paying 300 million for it...
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