| Pages: 1 [2] 3 4 5 6 7 :: one page |
|
|
| Author |
Thread Statistics | Reply to Topic | Show CCP posts - 8 post(s) |

Karak Bol
Cable Innovations Shadow of xXDEATHXx
0
 |
Posted - 2011.10.11 19:40:00 -
[31] - Quote
At first: I would really like to see an expanded Salvage mechanism with more skills. I am an eager Noctis pilot myself, and would like to put even more points into this profession. I am playing this game for 2 month.
And even I have a stockpile of unused salvage, thats just not worth to be sold. The alchemy idea sounds good, additional skills to convert salvage into base materials. But at the same time, if someone like a year old salvager opens his hangars and starts the alchemy, then I fear the only three worthwhile T1 salvage parts (Armour Plates, Alloyed Bars and Tripped Power Circuits) will also lose worth. Converting Salvage into minerals will also not work, because that would hurt mineral prices.
A rebalancing of the available rigs is probably out of the scoop of this patch, but I think this would be the most sensible way of increasing the worth of unused salvage.
|

Ugleb
Sarz'na Khumatari Ushra'Khan
39
 |
Posted - 2011.10.11 19:53:00 -
[32] - Quote
CCP Fear wrote:But I'm now very turned on by some sort of a "anti-bottleneck" feature for salvage. Alchemizing 4B to 1A or something like that might be an interesting dynamic, but it might also just be a annoying stop gap. Anyway, I'm thinking about it.
I like the sound of something like this. http://uglebsjournal.wordpress.com/ |

Ugleb
Sarz'na Khumatari Ushra'Khan
39
 |
Posted - 2011.10.11 19:54:00 -
[33] - Quote
CCP Fear wrote:Sturmwolke wrote:The more refined solution is to come up with a system that allows the recycling of ALL salvage into base components. Let's say for example: intact armor plates recycles to 10 titanium bars, armor plates recyles into 5 titanium bars, burned logic circuit recycles into 1 titanium bar and 1 copper bar . These metal bars can be traded as base commodities. Intact armor plates can be re-manufactured, but at a cost of 10 titanium bars and 1 copper bar. It's a closed loop, nothing is wasted - part of the demand can be filled by breaking down the useless salvage. Hopefully you get the idea.
The above will get both the market and production people scrambling as there are probably massive stockpiles of useless salvage lying around in people's hangar. You may not even have to tweak any drops until the market rights itself. Implementing it however, isn't a cakewalk.
I like this one. The balancing of it might be tricky, but it looks (from 30 seconds of looking at it) quite easy to develop, as I don't think it requires any programming. Something i'll mull over for the next few days.
Yes please :) http://uglebsjournal.wordpress.com/ |

Zifrian
Deep Space Innovations
13
 |
Posted - 2011.10.11 20:38:00 -
[34] - Quote
Like to reiterate something some said above - please reduce the copy time for max run bpcs. This is a huge issue if you increase supply of T2 salvage by whatever means you choose. Making one rig at a time is not going to get much increased T2 production. Rigs are not ships and should act more as modules. Right now they do not when it comes to bps. Maximze your Industry Potential! - Get EVE Isk per Hour! https://sourceforge.net/projects/eveiph/ |

pmchem
GoonWaffe Goonswarm Federation
0
 |
Posted - 2011.10.11 21:38:00 -
[35] - Quote
CCP Fear wrote: From our standpoint, we would like this to be a bit more commonplace, a bit more profitable for more people and less expensive.
More commonplace, more profitable, less expensive: pick two.
Your ideas here need revising. The are two core problems: availability of non-large rig BPCs in nullsec exploration sites, and general profitability of mag/radar sites. The first problem (other sized rig BPCs) is an easy, easy fix. The second problem needs more care. Your solutions so far will not increase the profitability of mag/radar sites. It's supply and demand. Increasing salvage drop rates increases supply. When the patch is first released, people will run the sites and cash in for short term profits, but prices will adjust and soon the sites will not be worth running (again). If you introduce an alchemy mechanism -- converting all basic salvage into trit bars which can then be converted into T2 salvage like intact armor plates or whatever -- you again are increasing supply. This is because people have massive amounts of currently useless salvage in their hangars. So, prices will crater, and then slowly equalize via alchemy reactions. Prices will drop more as people more aggressively scoop up and convert easily accessible T1 salvage. Soon, the sites will not be worth running (again).
Focusing on demand would be nice. Increase usage requirements of salvage, or make it so items such as interfaces or encryptors in radar sites have greater demand in T2 production. Or do both. If you *greatly* increase the demand, prices have no choice but to rise, and maybe more people will actually run the sites instead of passing them up. Heck, tie it in with an isk sink somehow and the economist will be pleased too! |

Gajatu D'Gorah
Bushwood Country Club
0
 |
Posted - 2011.10.12 02:37:00 -
[36] - Quote
CCP Fear wrote: But I am interested in any sort of general feedback on what the situation is with T2 rigs from all angles. The salvage (difficulty, is it worth doing, is it too much of a nice?), to Mag. sites (are they worth doing?) , production and invention.
I live in a WH. mags and radars disappoint me in terms of profitability (i don't do invention or manufacturing). I fully admit that i'm probably not looking at this correctly and/or I am doing it wrong. Still, given the choice between doing 2 "regular" sites and 1 mag/radar, i'll do the 2 sites. |

Xearal
SOL Industries Black Thorne Alliance
46
 |
Posted - 2011.10.12 03:47:00 -
[37] - Quote
I've found that high sec magnetic sites yield very little in terms of profit, especially compared to the difficulty of scanning them down.
As a total 3 week old newbie, with my little frigate, I was able to make much much more money doing radar sites in high sec than doing magnetic sites, to the point that nowadays i totally ignore magnetic sites.
Maybe an idea would be to introduce some new interesting/usefull rigs which don't have BPO's, but only BPCs, which can only be found doing magnetic sites.( maybe implant BPCs for instance? )
As for the salvage 'alchemy' aside from turning T1 salvage into T2, I don't think turning one kind of salvage into another is a very good idea, while it might spread around the availability of some parts, changing the drop tables would probably be a better idea.
Another good idea would be to have a look at the various tables and compare them for value. Right now, afaik, there's a huge difference between the value of salvage from npcs, Amarr/Sansha/Blood/Angel/Minmatar being 'the best' and serpentis/drones being mediocre, and guristas totally useless to salvage.
Maybe give magnetic sites an 'escalation' kind of thing, with certain (new) sites, where a group of npcs just did THEIR rounds of salvage and flew off, so you can chase them and get their salvage hauler whihc would drop a lot of salvage and/or archeological finds, or a research/salvage station where they process the gunk. |

Sturmwolke
24
 |
Posted - 2011.10.12 04:38:00 -
[38] - Quote
SamGromoff wrote:Since the noctis exists, what that will do is make all salvage equally worthless and all rigs equally cheap within weeks. The most expensive t1 salvage is what, 40-50k a unit? Half of it is under 100isk/u.
I'm not sure you understood the general concept entirely. T1 and T2 salvage pricing, currently, are mutually exclusive of each other (let's not get into the if I fit T2, I won't fit T1 nitpicking). They have different sources and they are utilized differently. This carries forward to their rig pricing (after invention or exploration costs).
By allowing ALL salvage to be broken down into base component parts, you solve a few things : 1) Random bottlenecks, depending on the FoTM 2) Waste (where useless components gets stockpiled ever higher, causing problems down the road) 3) Less frequent balancing acts (as the entire system is dynamicly adaptable, as opposed to static)
Alchemy does the same the same thing, but in a different way. It is less intuitive as you're playing with recipes rather than simple conversions (at least to me ... but I'm biased).
Now with all the above said, on the contrary, worthless T1 salvage prices will rise due to the spike in demand (*). Why? Because now there's a way to monetize worthless salvage, aka more demand. The only re-manufacturing allowed is : base components -> T2 intact salvage, none other. Yes, of course T2 salvage price's gonna dive, but that's to be expected - that's why I said CCP may not have to tweak the drops until the market rights itself. |
|

CCP Spitfire
C C P C C P Alliance
226

 |
Posted - 2011.10.12 07:01:00 -
[39] - Quote
Sturmwolke wrote:
(post from page 1)
I've restored your post on the page 1; please let me know if there are any more issues with it. Apologies for the derail.  CCP Spitfire | Russian Community Coordinator @ccp_spitfire |
|

Sturmwolke
24
 |
Posted - 2011.10.12 07:36:00 -
[40] - Quote
Thanks <3 ... I was hoping you'd had that feature. |
|

Ender Sai
Foetus Mart
3
 |
Posted - 2011.10.12 09:51:00 -
[41] - Quote
I have an awful suggestion as an alternative to alchemy;
Perhaps you could allow for some modification in the salvage acquisition process, and my awful idea is this (as an example mind, I'm no game designer):
You have some kind of mechanism whereby a salvager aims for a particular type of salvage, say he has some scripts he loads into his salvager module. When he activate a wreck the probabilities for each type of salvage are skewed in favor of the script.
Say he has a script that is looking for intact armor plates on a regular amarr wreck, instead of say a 10% chance of getting a bunch of salvage, he's got a 0.5% chance of getting some intact armor plates. This means that salvagers can choose between a spray and pray or a more time consuming refined method.
Obviously in the case of intact armor plates on t1 wrecks the chance of return would should very low as opposed to the broken armor plate salvage.
I think it would also be dandy if one could attempt to find armor plates on say, gurista pirates (obviously much much lower).
Perhaps scripts for the "high end" salvage can only be loaded into the t2 salvage modules.
I think this might flesh out the salvager profession a bit. Say when a dedicated salvager sees a t2 wreck he/she/it can be pretty confident they will get phat loot.
That being said, the useless rigs still need to be made more useful. |

H3llHound
Nex Exercitus Raiden.
2
 |
Posted - 2011.10.12 10:44:00 -
[42] - Quote
Why not make a simple alchemy. 10 armor plates make 1 intact armor plate for example. Numbers can be tweaked ofc. |

Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
9
 |
Posted - 2011.10.12 11:50:00 -
[43] - Quote
If you are looking to boost demand for T2 rigs it might also be worth looking at the Calibration points needed to fit some T2 rigs.
For example T2 Electronics rigs need 300 calibration. Given their specialist roles they tend to go on specialist ships where it makes more sense to fit 2 T1 rigs of choice rather a T2 version and another low calibration points GGfillerGGV rig. |

Lauren Hellfury
Full Pocket Aggro In Vitro.
9
 |
Posted - 2011.10.12 13:04:00 -
[44] - Quote
I love the idea of creating more routes to acquire materials needed for any industrial process although, obv., it needs an attempt at balance.
One thing that I have been thinking about is combining the reprocessing of t1 salvage with PI in order to create the t2 salvage. Why?
Well there are the obviously in demand items by way of t1 salvage and the t2 equivalents are mostly also the in demand items as well. If salvage reprocesses in a similar way to ore then you would still end up with a mass of the basic stuff (aka trit and pye) and a shortage of the stuff used to create the in demand t2 items.
This would be a "bad thing".
So if we can get a nice little "black box" that takes the less demanded t1 salvage items (conductive polymer i'm looking at you) along with maybe some of the unused sleeper stuff and some PI stuff and combines it into the t2 salvage. You could, effectively, replace the in demand t1 salvage items with related component items from elsewhere.
Why PI and not manufacturing slots? Well, why not it will give us something else to do on planets and the necessary importation of materials (as well as export tax) would also marginally increase one of the minor isk sinks. |

SamGromoff
Viziam Amarr Empire
1
 |
Posted - 2011.10.12 13:11:00 -
[45] - Quote
Sturmwolke wrote:Now with all the above said, on the contrary, worthless T1 salvage prices will rise due to the spike in demand (*).
Yes, of course T2 salvage price's gonna dive (**), but that's to be expected - that's why I said CCP may not have to tweak the drops until the market rights itself.
This is a videogame. Nobody wants to sit around for a few years for the prices to stabilize enough to make a mag site worth warping into. There is no shortage of examples of exactly that happening in this game (PI as case study #1). |

Weaselior
BUTTECORP INC Goonswarm Federation
548
 |
Posted - 2011.10.12 13:40:00 -
[46] - Quote
Sturmwolke wrote:Now with all the above said, on the contrary, worthless T1 salvage prices will rise due to the spike in demand (*). Why? Because now there's a way to monetize worthless salvage, aka more demand. The only re-manufacturing allowed is : base components -> T2 intact salvage, none other.
Sure, of course the stuff that's worth so little it's not worth hitting the sell button. Given, however, there's probably billions of units of it and millions produced, what you'll wind up with is t2 salvage parts being near worthless. It'll probably actually be the case that t2 rigs will be cheaper than t1. |

Sturmwolke
24
 |
Posted - 2011.10.12 13:46:00 -
[47] - Quote
SamGromoff wrote:This is a videogame. Nobody wants to sit around for a few years for the prices to stabilize enough to make a mag site worth warping into. There is no shortage of examples of exactly that happening in this game (PI as case study #1).
That depends on the balance. Tbh, I don't think CCP will be able to address all concerns (in the short-term), given the various legacy problems.
Weaselior wrote: Sure, of course the stuff that's worth so little it's not worth hitting the sell button. Given, however, there's probably billions of units of it and millions produced, what you'll wind up with is t2 salvage parts being near worthless. It'll probably actually be the case that t2 rigs will be cheaper than t1.
That's not strictly the case. You have to remember the conversion ratio. Play around with that. |
|

CCP Fear
C C P C C P Alliance
12

 |
Posted - 2011.10.12 14:09:00 -
[48] - Quote
Thought about this quite a bit last night. And I don't think there is any sort of silver bullet that will fix all of the issues.
The biggest problem I'm seeing are the imbalance of the rigs and the randomness of the drops, leading to stockpiles of crap and shortage of the good stuff.
What is brilliant about mining is that you know exactly what you are getting. If prices of trit goes up, everyone goes mining veldspar, as it's a steady source of Trit and easy to get. This leads to reduced price and less people mine veldspar.
The key there, is that it is perfectly balanced by the demand of the market. If there is a demand for Trit, you go and get it. There is no bottleneck other than how much you can get in a day, so the bottleneck is just people doing mining.
On the salvaging side, the building blocks are too racially themed. The circuits are probably what is closest to Trit, but after that it becomes highly "this component is only in these few things" rather than a portion of all salvage is in all rigs (which would lead to much healthier market).
So I think that all rigs/salvage needs to be broken into smaller blocks, which then are directly used in rig production, or in a secondary tier, basicaly manufacture salvage.
So yeah, In order to do this properly, I believe that the following has to happen;
- Re-design of the mechanics of Salvaging, make it less random, more player controlled (more sand-boxy)
- Re-balance the rigs (could be done seperatly)
- Possibly re-do the whole salvage components in general (in conjunction with mechanic changes)
This list is probably much bigger though, but I think those are the key points.
That is probably not going to fit within the Winter expansion, so something smaller has to happen in Winter, and I think just a simple boost in the components might do the trick for now. |
|

Viktor von Steiner
Industrial Solution Shadow of Honor
3
 |
Posted - 2011.10.12 14:15:00 -
[49] - Quote
How is "make it less random, more player controlled" more sand-boxy? |
|

CCP Fear
C C P C C P Alliance
12

 |
Posted - 2011.10.12 14:20:00 -
[50] - Quote
Viktor von Steiner wrote:How is "make it less random, more player controlled" more sand-boxy?
Make it more like mining. So that you aren't getting random loot here, but that you are in control (based on market needs) that you go and get Salvage X, which you know comes from Wreck Y.
I think that is more Sand-boxy than how it is currently. |
|
|

Zifrian
Deep Space Innovations
14
 |
Posted - 2011.10.12 15:24:00 -
[51] - Quote
CCP Fear wrote:Viktor von Steiner wrote:How is "make it less random, more player controlled" more sand-boxy? Make it more like mining. So that you aren't getting random loot here, but that you are in control (based on market needs) that you go and get Salvage X, which you know comes from Wreck Y. I think that is more Sand-boxy than how it is currently. I fully support this idea. Making salvage more of a profession is the way to go IMO. Maximze your Industry Potential! - Get EVE Isk per Hour! https://sourceforge.net/projects/eveiph/ |

Nova Fox
Novafox Shipyards
54
 |
Posted - 2011.10.12 15:33:00 -
[52] - Quote
Viktor von Steiner wrote:How is "make it less random, more player controlled" more sand-boxy?
For industrialists its building sandcastles in the box, you're very specific on what sort of sand sticks and rocks you want and everythign else you dont like the occasional snikers bar or broken bottle. |

Czeris
Wildly Inappropriate Goonswarm Federation
12
 |
Posted - 2011.10.12 15:36:00 -
[53] - Quote
I tried to reply to this a few hours ago, but the forums were down and I lost my eloquent well-written post. So this is a summary:
Salvage itself, the drop rates and amounts that go into rigs is pretty complicated and can have some unintended consquences. TBH, I don't think it's too bad right now the way it is.
There are some easy fixes that will help the value of mag sites though, some of which you already touched on. These should be done asap:
1) All rig size bpcs drop from mag sites (seriously, when were rigs changed and it's taken this long to address such an obvious bug??). Perhaps add rare BPCs with more than 2 runs.
2) Make Data Interfaces more like R.A.M. with a limited number of uses before they are used up and a new one needs to be bought. Suddenly all those random bits that drop and the Interface BPCs have value. Make the Interfaces have somewhere between 200 and 500 runs each. This adds a marginal cost to inventors, while adding value to mag sites. It's always seemed kind of stupid to me that an inventor needs to only buy one of each Interface, ever.
3) Make some new, harder, more lucrative mag sites with a much higher chance of T2 salvage. This will increase supply for those willing to take the risks.
See how these changes wash out before messing with salvage requirements of rigs or other major things. Exploration is not mining. Please don't try to make it more like mining. |

Arkady Sadik
Gradient Electus Matari
115
 |
Posted - 2011.10.12 15:37:00 -
[54] - Quote
CCP Fear wrote:- Re-design of the mechanics of Salvaging, make it less random, more player controlled (more sand-boxy)
To achieve this, you could be adding scripts/crystals to salvagers that increase the drop chance of specific salvage. With mining, you pick which roids you mine. And while the salvage distribution already leads to the situation where you salvage blood raiders and angels but ignore drones and serpentis, I don't think this is the right approach for salvage (and difficult for exploration).
So you introduce 6 scripts, each (drastically) increasing the chance of drop for 3 (4) specific salvage items. You can still balance different salvage types by the amount they drop. Smart players then can pick the script that is currently the most profitable. |

Bienator II
24th Imperial Crusade Amarr Empire
178
 |
Posted - 2011.10.12 15:59:00 -
[55] - Quote
CCP Fear wrote:Thought about this quite a bit last night. And I don't think there is any sort of silver bullet that will fix all of the issues.
The biggest problem I'm seeing are the imbalance of the rigs and the randomness of the drops, leading to stockpiles of crap and shortage of the good stuff.
What is brilliant about mining is that you know exactly what you are getting. If prices of trit goes up, everyone goes mining veldspar, as it's a steady source of Trit and easy to get. This leads to reduced price and less people mine veldspar.
The key there, is that it is perfectly balanced by the demand of the market. If there is a demand for Trit, you go and get it. There is no bottleneck other than how much you can get in a day, so the bottleneck is just people doing mining.
On the salvaging side, the building blocks are too racially themed.
like mining (your argument). if you need armor plates you go to amarr space. Racial drops are a good thing IMO. You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Bienator II
24th Imperial Crusade Amarr Empire
178
 |
Posted - 2011.10.12 16:07:00 -
[56] - Quote
just an idea: salvage scripts (lots of them) - scripts increase the chance for a specific salvage item and decrease the chance for other stuff. - racial wreck are still taken into account, (you cant just suck 40 armor plates out of a small drone wreck :)) You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Anachronic
Abacus Industries Group Knights Of Freedoms
3
 |
Posted - 2011.10.12 16:08:00 -
[57] - Quote
Czeris wrote:I tried to reply to this a few hours ago, but the forums were down and I lost my eloquent well-written post. So this is a summary:
Salvage itself, the drop rates and amounts that go into rigs is pretty complicated and can have some unintended consquences. TBH, I don't think it's too bad right now the way it is.
There are some easy fixes that will help the value of mag sites though, some of which you already touched on. These should be done asap:
1) All rig size bpcs drop from mag sites (seriously, when were rigs changed and it's taken this long to address such an obvious bug??). Perhaps add rare BPCs with more than 2 runs.
2) Make Data Interfaces more like R.A.M. with a limited number of uses before they are used up and a new one needs to be bought. Suddenly all those random bits that drop and the Interface BPCs have value. Make the Interfaces have somewhere between 200 and 500 runs each. This adds a marginal cost to inventors, while adding value to mag sites. It's always seemed kind of stupid to me that an inventor needs to only buy one of each Interface, ever.
3) Make some new, harder, more lucrative mag sites with a much higher chance of T2 salvage. This will increase supply for those willing to take the risks.
See how these changes wash out before messing with salvage requirements of rigs or other major things. Exploration is not mining. Please don't try to make it more like mining.
i think you missed the point by a few degrees. The discussion of making something more like mining (choose what you are trying to salvage for. Is referencing salvaging wrecks. No-where is exploration an issue here. The suggestion was to make it so you can "choose" to a certain extent which items you are most likely to get from salvaging a wreck. |

JitaPriceChecker2
State War Academy Caldari State
3
 |
Posted - 2011.10.12 16:10:00 -
[58] - Quote
CCP Fear wrote:Viktor von Steiner wrote:How is "make it less random, more player controlled" more sand-boxy? Make it more like mining. So that you aren't getting random loot here, but that you are in control (based on market needs) that you go and get Salvage X, which you know comes from Wreck Y. I think that is more Sand-boxy than how it is currently.
Like scripts for salvagers.
That would also help with 0.0 industry space where local rats drop only limited salvage and regions are forced to buy rigs from hi sec.
Certain rats still could have more chance to drop certain pieces not to make all space/npc equal.
For example sansha rat have 50% to drop tritanium bar where gurista only 20% if use that script. |

JitaPriceChecker2
State War Academy Caldari State
3
 |
Posted - 2011.10.12 16:18:00 -
[59] - Quote
JitaPriceChecker2 wrote:CCP Fear wrote:Viktor von Steiner wrote:How is "make it less random, more player controlled" more sand-boxy? Make it more like mining. So that you aren't getting random loot here, but that you are in control (based on market needs) that you go and get Salvage X, which you know comes from Wreck Y. I think that is more Sand-boxy than how it is currently. Like scripts for salvagers. That would also help with 0.0 industry space where local rats drop only limited salvage and regions are forced to buy rigs from hi sec. Certain rats still could have more chance to drop certain pieces not to make all space/npc equal.For example sansha rat have 50% to drop tritanium bar where gurista only 20% if use that script.
Oh and to make it less annyjoing those salvager options could be incorporated into salvager module it self not to bother with 20 different scripts. |

Creat Posudol
True Knights Templar
0
 |
Posted - 2011.10.12 16:18:00 -
[60] - Quote
Sorry, wall of text incoming...
I'm very glad rigs are being looked at! Manufacturing T1 rigs is one of my main sources of income at the moment, I've looked at doing T2 as well but it didn't seem worth the effort (reasons below).
CCP Fear wrote:But I am interested in any sort of general feedback on what the situation is with T2 rigs from all angles. The salvage (difficulty, is it worth doing, is it too much of a nice?), to Mag. sites (are they worth doing?) , production and invention. I do like to do a bit of low-sec exploration, but mag sites are just not worth the time. I found one today and decided to do it (generally I don't, but it's been a while and I thought I'd give it another go). It then yielded a disappointing 1.75 mil in total (including loot & salvage from the rats)! I understand that I might have been just unlucky, but there's a reason I usually skip them... Considering the time it takes to find them (cov-ops) and then go get a ship to clear them (plus the risk due to low-sec) there should be some basic reward. I would've been MUCH better off mining Veldspar in high-sec (by a factor of at least 3)! I forgot what the name of the site was, 4 or 5 of the 8 containers were empty, the rest dropped generic T1 salvage. Highest value were a dozen or so Tripped Power Circuit going for about 70k each. Also 2 rig skill books, which are sold by NPCs (and obviously have to be as those are kinda basic skills) and can therefore never be worth more than 80k or whatever it is... Radar sites are far from great but gold mines in comparison (I'd say 15-50 mil each depending on luck). I haven't done any in high-sec or null (neither radar nor mag), so I can't comment on or compare those. Also mag sites require 2 specialist modules (salvager and analyzer) compared to just 1 for radar (codebreaker).
The reasons why I'm still only doing T1 rigs were already mentioned: Overhead & time required for making copies and invention itself, very few resulting runs, raw material price for production and resulting high final price leading to very low transactional volume.
Before I get into the issues of T2 rigs and how that can be solved (like being able to make T2 parts from T1 parts) let me first point to the significant problems with T1 rigs as I think they have to be fixed first or no satisfactory result can be expected. It has already been mentioned that the fixed drop ratios and the inability to pick a 'target' are the cause of the huge price differences for different salvage materials ('Bottlenecking'). Some suggested altering drop tables, but I don't think that can solve anything in the long run unless they are constantly (like every 1-2 months!) re-adjusted - and clearly nobody wants that (it's a lot of work and a self-regulating system is of course better). Eventually we will just end up with other bottleneck-materials! I will also think a bit about the different proposals (allowing alchemy-style conversions, scripts for salvagers, ...) and will post again if it results in a eureka moment or just coherent thoughts :)
The whole calibration thing is somewhat weird at places... Some rigs require so much calibration that it's just not worth using them. Their bonus might be better than that of their T1 counterpart, but I'd rather fit 3 rigs which are "ok" instead of 1 "good" and 2 "crap". The specialist ship problem has already been mentioned (cov-ops can't fit 2 gravity capacitor upgrades, using just one gives worse bonus than 2x T1). But these effects also exist for other probably less commonly noticed situations. If I want to build a L4 mission ship for max-dps as a Gallente pilot one of the obvious choices is a Dominix with 2x sentry dmg rig. Great, why not use a Navy Domi? Because it only has 350 calibration and can't even fit 2x T1 of those! And since there are no modules to increase drone damage the advantages over a regular domi in this case are slim at best. Side note: A T2 sentry damage rig uses 300 calibration, leaves 50 for 2 rig slots, so one WILL be left empty in this case (minimum calibration is 50 I think)! Then there are other rigs that are just so totally useless (at the very least in comparison) that nobody will ever use them. This of course leads to a huge surplus in the salvage materials associated with them. Large signal focusing kit? Seriously? Who uses a rig to boost scanner modules speed of all things on a battleship? About 4 units were sold here in the last 3 months...
Then there is the obvious problem of shild vs. armor rigs. At the moment large armor resistance rigs or trimarks cost about 12 mil to make, close to 15 for aux nano pump. Shield extender/purger cost about 10 to make, but shild resistance rigs are about 172k each. The reason becomes quite obvious by just looking at the blueprints: ALL armor rigs rely on Armor Plates + Contaminated Nanite Compound, shield rigs are split between Malfunctioning shield emitters (resistance) and Ward Consoles (extender/purger). They also use only about half the amount (if that is responsible on the 10 mil vs. 15 mil difference in price depends of course on their respective drop rates and their respective usage/demand). Both also use "generica" of course (materials that are used for various categories of rigs, namely BLC, CMC, FIC and TPC), in the case of the expensive shield rigs they account for about half the price. Side note: why the hell is salvage tackle an armor rig?
As mentioned above, I'll post again with proposals of how to solve all those issues (and hopefully T2 in the same go). This is also meant as food for thought to other readers, maybe someone has the all-solving idea :D
PS: It's GREAT to see a dev involving us so early and openly in the development of fixes for problems! Keep this up and the result will be much better than some of the previous 'fixes' :) |
|
|
|
| |
Reply to Topic |
| Pages: 1 [2] 3 4 5 6 7 :: one page |
| First page | Previous page | Next page | Last page |