Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 14 15 16 17 18 19 20 .. 21 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Tasko Pal
Heron Corporation
|
Posted - 2009.02.08 12:37:00 -
[211]
Originally by: Venkul Mul
You really think that thousand of players will move from mission to mining even if mining would give the same isk of mission runnig?
Oh yea. I do believe that. Ignoring the issue of whether it's more fun to shoot red pluses than digitized rocks, the isk farmers alone would cover that shift. My take is that long term, mining will never have the same isk per hour of effort of mission running precisely because it's much easier to afk mine than afk mission.
|
Roemy Schneider
BINFORD
|
Posted - 2009.02.08 12:47:00 -
[212]
if i then may recommend drone boats like the dominix for your (semi) afk mission running - ishtar can get complicated when not being able to use the t2 resistances |
joan arcangel
Gallente
|
Posted - 2009.02.08 13:00:00 -
[213]
Originally by: Roemy Schneider if i then may recommend drone boats like the dominix for your (semi) afk mission running - ishtar can get complicated when not being able to use the t2 resistances
or a typhoon and fof missiles+drones
|
Kazuo Ishiguro
House of Marbles Zzz
|
Posted - 2009.02.08 13:13:00 -
[214]
Originally by: Carniflex 20% would be a bit too high tax, as it would kill off big part of market effectivity where people buy up ships that are selling under their mineral price, refine them and sell minerals for profit. Happens for example from time to time to Ravens when minerals prices are fluctuating.
I don't propose having any refinery taxes at POS reprocessing arrays. So if you were prepared to actually do some work (rather than just placing buy orders, reprocessing instantly on the spot and selling up), it would still be possible to take advantage of this sort of thing. --- Can't afford that BPO? Look here. 20:1 mineral compression The EVE f@h team |
IMercy
|
Posted - 2009.02.08 14:17:00 -
[215]
Originally by: Tasko Pal
Originally by: Venkul Mul
You really think that thousand of players will move from mission to mining even if mining would give the same isk of mission runnig?
Oh yea. I do believe that. Ignoring the issue of whether it's more fun to shoot red pluses than digitized rocks, the isk farmers alone would cover that shift. My take is that long term, mining will never have the same isk per hour of effort of mission running precisely because it's much easier to afk mine than afk mission.
I belive that too, pepole will always go where the money are, depending on work and risk(not many miners in lowsec cause the risk/reward isn't worth it), if mining yeld(with high miningskills) the same or alittle less as lvl 4 missions more pepole would defently get into mining more.
I dont think the main reason that pepole are doing missions bcz its fun. My experience with missions is like this: Get into a pocket get into positon, lock Group 1, kill, lock group 2, kill, etc, and then haul the loot.
With mining it's like: Get into the belt, get into position, start to kill stones and then haul.. with the only diffrence that the red crosses shot back. About afk mining, atlease im not able to afk mine with 2 hulks and full leadership bonus, have to watch so the cargo doesnt fill up and run away for like 3-4 min and back to check the cargohold repeatedly isnt fun... And if not more yeld will do it, what will? Make the roids able to throw stones at you or farth green acid clouds to make it more challenging? |
Carniflex
Caldari StarHunt Systematic-Chaos
|
Posted - 2009.02.08 14:42:00 -
[216]
Forums ate my relatively long winded post, so I'll do shorter this time
(1) Making POS required for effective refining is not good, as they are too crumblesome to be used on day to day operations (ie you need to haul your stuff there, then wait, then move it back, etc). If they are made re****ent for effective operation their placement restrictions must be removed (other tha starbase charters).
(2) Tags - or note quite 'that' replacement we are looking for. Only thing keeping empire tags prices stil floating is CONCORD buy orders and if you do that for those 'new' tas also you might as well skip the loot drop entirely and just put bigger bounties on them.
(3) Whatever you would use to replace the drops must be stackable (ie BPC's are not good idea). Or you will kill the database (as regardless of 1000 item limit you can stockpile a lot of them in 1000 cans containing 1000 BPC's each, per station).
(4) A while ago there was thread about T1 items and mission drops. I think this one might be from there. Replace regular item drops with 'meta modulators', ie you can use them in your regular T1 production jobs to get meta level items. Implementation can vary starting from ''arbalest' cruise missile launcher modulator' all the way up to 'meta level 4 modulator' where it's your own business what meta 4 item will you do for max profit. In my opinion good balance is somewhere inbetween - ie. meta 3 weapon system or meta 4 tanking system, etc. Altho ofc total freedom might offer some interesting options also helping to keep the 'meta modulator' prices higher and offer better market effectivity. When refining only minerals (used in T1 item construction) should be ofc recovered, not the meta modulator. |
Venkul Mul
Gallente
|
Posted - 2009.02.08 20:43:00 -
[217]
Edited by: Venkul Mul on 08/02/2009 20:44:46 To reiterate what already stated:
1) Reducing the efficiency of refineries in high sec will damage miners more than mission runners. So what will cure doing that? High sec envy? Sorry, but it is chronic and incurable.
2) POS refining and big refining tax: refining arrays can be placed in 0.3 or less sec space. An placing POS in 0.5 or more space require faction standing 5+, something almost impossible to get even in a medium sized corporation.
I know that for different reasons most of you want to move high sec player in low sec or 0.0, but when I go to 0.0 I will not Veldspater. I mine Bistot.
Originally by: Tasko Pal
Originally by: Venkul Mul
You really think that thousand of players will move from mission to mining even if mining would give the same isk of mission runnig?
Oh yea. I do believe that. Ignoring the issue of whether it's more fun to shoot red pluses than digitized rocks, the isk farmers alone would cover that shift. My take is that long term, mining will never have the same isk per hour of effort of mission running precisely because it's much easier to afk mine than afk mission.
"We will be saved by isk farmer." isn't exactly the result we were trying to get, I think.
|
Gaogan
Gallente Solar Storm Sev3rance
|
Posted - 2009.02.09 01:04:00 -
[218]
Originally by: Thoraemond
Originally by: Gaogan This contributes nothing useful to the discussion whatsoever.
Many of your remarks are humorous, but the self-reflexive nature of this one was especially enjoyable. Thanks for the laugh.
In case you truly missed my point, I'll make it a bit clearer: "Recycled materials are accounting for 40% of the minerals in EVE" is simply not a problem to be solved, just as "40% of the aluminum used in North America comes from recycling" is not a problem to be solved.
What makes you think that real life has ANYTHING to do with this game? Until you realize it doesn't, don't bother posting since you are not being constructive.
Originally by: Venkul Mul
Your whole reply sum up as: 1) Veldspater is the more valuable ore 2) mining in low sec/0.0 don't give more isk.
Both point are wrong: 1) Veldspater is the more valuable high/low sec ore, but the 0.0 ores are worth more 2) Mining Veldspater or other empire (low/high sec) ores in low sec or 0.0 don't give more isk that mining the same ores in high sec, but mining the 0.0 ores give more isk (and with exploration you can find some of those even in low sec).
No, only DEEP 0.0 ore is worth more. There are vast areas of 0.0 that do not spawn anything over Hermorphite and Hedbergite. Along with Jaspet these ores are supposed to make low/null sec more valuable mainly due to their being sources of mex, iso, nocx, and the latter two are worth less than half of what they are supposed to be.
Originally by: Venkul Mul
Removing loot drops will not cure 1) unless people decide to still sell ships at insurance fraud prices even if the minerals have become less common.
The whole REASON for number 1 is that there are tons of iso and nocx entering the game from t1 loot drops, which makes mining for them not needed, so correcting this WILL fix it, or at least go a very long ways towards it. A bit more trit still probably is needed in the low sec ores to supply the large amounts ships need without having to turn to mine as much veldspar as scordite.
Originally by: Venkul Mul
You really think that thousand of players will move from mission to mining even if mining would give the same isk of mission runnig?
What the players choose to do is up to them, as long as minerals come from mining instead of missioning like they were supposed to.
|
PaddyPaddy Nihildarnik
Gallente aurorae pacificas
|
Posted - 2009.02.09 03:21:00 -
[219]
My take on the issue, admittedly a bit late but I do hope it gets read by someone with the power to create change... BTW- quite old player here, 2005.
1) Mission drop rates do need a reduction, particularly t1 unnamed. This argument has been talked about before so I wont go into it, merely stating that I agree with it.
2) The reduction of processed loot/minerals should be reacquired through a specialised profession- ie mining.
3) To counter the (more) probable influence of macroers, I agree with the preliminary ideas regarding scan probe required belts. These should be far more accessible in low security then high, so as to encourage more player interaction and non-gate pvp. If you want the bigger, better belts- you should have to work for your own protection.
4) Once the inevitable bugs of the new, stronger class NPC AI is worked out this should be implemented asap into standard mission running. Less NPCS immediately will translate into less loot. Less loot will shift the mineral supply back into the hands of miners. Mission bounties will no doubt re accommodate the loss of quantity by more quality drops/isk rate. Personally I still think though that this needs to be reduced.
5) Agent deterioration is a great idea and makes sense both in a rp perspective as well as a game balancing one.
Now one aspect that has to be mentioned is that someone is going to have to be worse off with this change and it will probably come down to mission runners. Recyclers will merely re adjust their profit lines and will take no loss in and of themselves. Miners will clearly benefit as will core pvpers who will find more targets in lower security space, be it a protected mining op or a lone mission runner escaping the depleted agents in hi-sec.
Just one last quick thing, I think it was on the first couple of pages a recycler was illustrating how much mineral demand there is for cap-ship production and how without current levels there would be no way that the minerals needed could be supplied.
Is this necessarily a bad thing? Alot of pvpers I talk to lament the fact that pvp is exceedingly capital and t2 based. Faction warfare aside most combat is in t2 fitted t2 ships nowadays, or capitals. If supply of minerals decreased to a shortage where a carrier was *pull number out of ass* say 4 times more expensive or 4 times as rare then capital combat would be less viable, people less willing to hotdrop etc.
This goes for t2 too... The recent trouble in Delve saw people panic buy ferrogel and prices of falcons in several regions spiked above 100mil for the first time in a long time. Rarer supply for these hi-end ships would really improve game balance all round by adding more variety. Sure, t2 is an entire different subject but a good starting point would be to increase mineral prices across the board by turning off a few mineral and isk taps in empire.
Anyhoo thats my piece on the subject. Thanks for reading.
|
Joss Sparq
Caldari ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.02.09 03:52:00 -
[220]
Originally by: Caleb Ayrania
Originally by: Joss Sparq Edited by: Joss Sparq on 08/02/2009 04:05:25
I was posting in a slightly connected troll thread in relation to this topic and actually had an interesting conversation with flakeys which allowed me to devise this post.
To paraphrase it,
Rather than introduce a host of new mechanics, work with what we already have by investing into the current Mission system instead.
ETC..
I really like the summation of ideas you give here..
In a shorter version. Mining missions could/should spawn a surplus of ore at the location. Thus you end up getting something out of it for your own biz. Example you get to mine some of the mission specific crokite, and you get a small pile from the surplus in the spawn. This result in you having something to work, or sell yourself.
If I am not mistaken this is down the line of going back to mining missions prior to the mission roid nerf. I think there was a serious abuse issue, but what you suggest might rebalance and make a better system of mining missions.
Firstly, thank you. I was confident my post had something to offer but I was worried that I may have built something like an unbreakable wall of text when I wrote it out.
I'm aware that there were supposedly some issues with the old Mining Missions that meant they had to be changed - I'm a little fuzzy on the details right now. On reflection the ideas I've postulated may not be best suited to implementation by themselves, but in concert with other changes. The immediately obvious one is removing the "vanilla" Tech I drops (as we've all been discussing) but even more importantly, perhaps when adjusting the implementation of Asteroid Belts themselves - something we know is being considered.
Originally by: Omber Zombie A proposed 'fix' mentioned by a few people is replacing Tech I Meta 1 to 3 loot with dogtags (which can be sold to relevant agents for ISK or LP).
On the surface I'd say "why add another flavor of ISK fountain for the masses to suck at instead of just raising NPC bounties?" but I suppose that one has to take into account human idleness: not everybody loots, to a degree. Only those who take the time to check every wreck will earn the "extra" ISK possible.
Regarding other posts, looking at refinery base yields and the potential role of the Starbase refinery structure is interesting, though I'm more interested in the fuel supply aspect of this - Ince Products being sourced very specifically from Mining.
|
|
abraheam
Dirty Denizens
|
Posted - 2009.02.09 04:13:00 -
[221]
I do not understand why this is a problem.
Mining has its benefits or else noone would do it. The problem with Mining is that it is simply to easy to do in empire to be worth much, and to dangerous in 0.0 to be worth it.
Also the OP just posts a link without giving any reason as to WHY it worries him. Why doas this worry you OP? |
Thoraemond
Minmatar Far Ranger
|
Posted - 2009.02.09 04:36:00 -
[222]
Originally by: Gaogan
Originally by: Thoraemond In case you truly missed my point, I'll make it a bit clearer: "Recycled materials are accounting for 40% of the minerals in EVE" is simply not a problem to be solved, just as "40% of the aluminum used in North America comes from recycling" is not a problem to be solved.
What makes you think that real life has ANYTHING to do with this game? Until you realize it doesn't, don't bother posting since you are not being constructive.
I see that you are still struggling to understand my comments, so I suggest that you study the concept of 'analogy'. When you begin to understand that concept, I hope you will find that it enriches your understanding of the worlds around you, both real and virtual.
Fundamentally, I disagree with your claim that nothing in New Eden has anything to do with the real world (quoted above). Although New Eden is not (by intention, by design, or in reality) a simulation of the real world, there are many analogues. One happens to be that some base materials for manufacturing are derived in significant quantities from recycling. |
RigatoniRuff
Black Pants Legion
|
Posted - 2009.02.09 05:02:00 -
[223]
It is hard to get into this discussion about mineral supply without getting into same discussion about money supply.
Money is never really lost in game, with exception of buying Plex cards (300 million isk for 1 month of play). When you spend your money for items, and the items blow up, the money supply is not changed. Remember the money went to the other player. If anything it increases the supply from your insurance payment. The mineral or item supply is what took the hit.
Now if somehow you just stripped mineral supply from mission runners, you may be asking for imbalance of goods and services exchange rates. For example 6 of 10 players fly missions, and 4 of 10 mine. Assuming both sides put in equal number of man hours per player. If only one side creates money (bounty, rewards) and the other mines materials... the minors will recieve a much stronger yield per hour in the goods exchange rate.
Unless you can say you are a hulk minor in high sec and make significantly less than a level 4 mission runner (who even then takes much higher risk getting shot at for a living) itd be hard to say the market is unbalanced, no matter how the supply and goods exchange currently is. From what I hear from Hulk Minors, they aren't complaining....
|
PaddyPaddy Nihildarnik
Gallente aurorae pacificas
|
Posted - 2009.02.09 05:08:00 -
[224]
Edited by: PaddyPaddy Nihildarnik on 09/02/2009 05:09:09
Originally by: RigatoniRuff From what I hear from Hulk Minors, they aren't complaining....
wth is a "hulk minor"? An underaged, overly angry teen who turns green with emo rage at the latest nerf?
Ergo- are you saying that nano pilots are green? Cos thats just an absurd accusation.
|
Joss Sparq
Caldari ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.02.09 05:36:00 -
[225]
Originally by: RigatoniRuff Money is never really lost in game, with exception of buying Plex cards (300 million isk for 1 month of play).
You're forgetting the initial purchase of Starbase structures and their consumption of fuel components sourced from NPCs. Furthermore, if you purchase insurance but allow it to expire I'm pretty certain that ISK is gone too. |
Thoraemond
Minmatar Far Ranger
|
Posted - 2009.02.09 05:59:00 -
[226]
Originally by: Joss Sparq
Originally by: RigatoniRuff Money is never really lost in game, with exception of buying PLEXs...
You're forgetting the initial purchase of Starbase structures and their consumption of fuel components sourced from NPCs. Furthermore, if you purchase insurance but allow it to expire I'm pretty certain that ISK is gone too.
You're also forgetting that when the ISK moves from one pilot's wallet to another pilot's wallet through the mechanism of a PLEX sale on the market, the ISK remains in New Eden's ISK supply, so it's not 'lost' at all. |
RigatoniRuff
Black Pants Legion
|
Posted - 2009.02.09 06:18:00 -
[227]
Originally by: Thoraemond
Originally by: Joss Sparq
Originally by: RigatoniRuff Money is never really lost in game, with exception of buying PLEXs...
You're forgetting the initial purchase of Starbase structures and their consumption of fuel components sourced from NPCs. Furthermore, if you purchase insurance but allow it to expire I'm pretty certain that ISK is gone too.
You're also forgetting that when the ISK moves from one pilot's wallet to another pilot's wallet through the mechanism of a PLEX sale on the market, the ISK remains in New Eden's ISK supply, so it's not 'lost' at all.
Doh you are right. Whole point is, with some excpetions from buying items from NPCs, most of the money supply will remain unchanged. The mineral supply goes up and down, we will always need more minerals or be subject to inflation running amuck.
|
Joss Sparq
Caldari ANZAC ALLIANCE Southern Cross Alliance
|
Posted - 2009.02.09 07:25:00 -
[228]
Originally by: Thoraemond You're also forgetting that when the ISK moves from one pilot's wallet to another pilot's wallet through the mechanism of a PLEX sale on the market, the ISK remains in New Eden's ISK supply, so it's not 'lost' at all.
That too, though I wasn't 100% certain about the mechanics of PLEX so I didn't comment.
Oh, and Implants. I wager they're something of an ISK sink. |
Carniflex
Caldari StarHunt Systematic-Chaos
|
Posted - 2009.02.09 07:53:00 -
[229]
Originally by: Gaogan
No, only DEEP 0.0 ore is worth more. There are vast areas of 0.0 that do not spawn anything over Hermorphite and Hedbergite. Along with Jaspet these ores are supposed to make low/null sec more valuable mainly due to their being sources of mex, iso, nocx, and the latter two are worth less than half of what they are supposed to be.
Anyone who mines in those parts of 0.0 does so in exploration belts (arkanor, bistot, crokite) or shoots hauler spawns for those 'lower end' minerals, as it's more effective than mining for them. Only thing mined in belts in those parts of space is propably dark glitter (as if you are already getting krystallos you are also getting higher end ores).
That is, if the miner is able to count more than his one hand fingers to figure out what is 'reasonable' from isk/h perspective and what is not. I'm sure that if you look hard enough you will find someone dumb enough to mine veld in there instead of shooting hauler spawns for 30 or so mil trit they drop.
|
Forceflow
Gallente Center for Advanced Studies
|
Posted - 2009.02.09 07:53:00 -
[230]
Originally by: Joss Sparq That too, though I wasn't 100% certain about the mechanics of PLEX so I didn't comment.
Oh, and Implants. I wager they're something of an ISK sink.
I assume you're talking about the LP store? Yea its one but a minor one.
Too many of those implants pop from storyline missions.
I'm kinda curious what would the effect be if CCP removed implants from storyline missions and substituted them for some sort of faction tokens/equipment/BPC. Would it be enough of an isk sink since lots of those get blown up?
|
|
Mara Rinn
|
Posted - 2009.02.09 08:34:00 -
[231]
Originally by: Forceflow Too many of those implants pop from storyline missions.
Storylines only cough up +4 implants and the occasional +3% to something (eg: Hull HP, Shield HP). |
Kazuo Ishiguro
House of Marbles Zzz
|
Posted - 2009.02.09 09:08:00 -
[232]
Edited by: Kazuo Ishiguro on 09/02/2009 09:08:47
Originally by: Venkul Mul 1) Reducing the efficiency of refineries in high sec will damage miners more than mission runners. So what will cure doing that? High sec envy? Sorry, but it is chronic and incurable.
2) POS refining and big refining tax: refining arrays can be placed in 0.3 or less sec space. An placing POS in 0.5 or more space require faction standing 5+, something almost impossible to get even in a medium sized corporation.
I'd suggest removing the restriction on refining arrays, allowing them to be anchored at any POS. It's possible for a corp to pick up standings relatively easily with the current mechanics:
- Make sure at least 1 person with the required standings has been in the corp for 7 days. If not, hire one and start counting downtimes.
- Towards the end of day 5, remove corp roles from everyone except people with high enough standings.
- Towards the end of day 6, just before downtime #7, kick all those without standings.
- Immediately after downtime, people can rejoin and take back their corp roles
It's certainly quite disruptive, but it's far from impossible. Everyone loses roles for 24 hours and is only out of the corp for as little as 1 downtime. |
Caleb Ayrania
Gallente TarNec
|
Posted - 2009.02.09 11:17:00 -
[233]
It might sound of OPs topic, but how about getting the player corp to npc corp standing calculations?
As it is now its a pain in the ... Why does it impact negative that you get a new member working on missions? Makes no sense.
Its side effect is that gaining good standing to get into clone jumping is rather tough.
I think 0,0 would get more populated and more casual losses would be the result if this was tweaked a bit.
IMHO. Corp standing should be the highest member and then every players standing below this would simply add a percentage boost to this number.
Ex. If I had 7.6 standing and 2 corpies had 4.2 and 2.2 respectively, then their numbers would bump total corp standing to 7.6 x 1.042 x 1.022 = 7.6487
This way corp mission running would make sense again..
A lot of collateral effects should arise..
- Money is Love - Sometimes it just gets bend the wrong ways.
Feed your Brain:
Innovation Thread |
Mara Rinn
|
Posted - 2009.02.09 11:21:00 -
[234]
Originally by: Venkul Mul 1) Reducing the efficiency of refineries in high sec will damage miners more than mission runners.
What makes you think that?
My industrial character can currently refine all hisec ores with 0% waste in even the worst hisec refineries - admittedly for only a small handful of NPC corps at the moment.
|
Caleb Ayrania
Gallente TarNec
|
Posted - 2009.02.09 11:28:00 -
[235]
Originally by: Mara Rinn
Originally by: Venkul Mul 1) Reducing the efficiency of refineries in high sec will damage miners more than mission runners.
What makes you think that?
My industrial character can currently refine all hisec ores with 0% waste in even the worst hisec refineries - admittedly for only a small handful of NPC corps at the moment.
Some big benefits could be had if there was a rebalancing of refineries and the refiner profession in general..
So only level 5 refine would yield no waste, and only standing 8 or 10 would grant no take..
This with fix of corp standing would motivate player behaviour and force more interaction..
EVE would highly benefit from more interaction motivation..
- Money is Love - Sometimes it just gets bend the wrong ways.
Feed your Brain:
Innovation Thread |
Venkul Mul
Gallente
|
Posted - 2009.02.09 11:35:00 -
[236]
Originally by: Joss Sparq
Originally by: Thoraemond You're also forgetting that when the ISK moves from one pilot's wallet to another pilot's wallet through the mechanism of a PLEX sale on the market, the ISK remains in New Eden's ISK supply, so it's not 'lost' at all.
That too, though I wasn't 100% certain about the mechanics of PLEX so I didn't comment.
Oh, and Implants. I wager they're something of an ISK sink.
The isk sinks are: insurance (but insurance payout too often cover for that); POS components and POS fuel purchases from NPC skillbooks BPO station taxes and brokerage fees install and run cost for build and research jobs some component for T2 construction sold by NPC (mechanicals parts and some other stuff) station repair of ships clone costs
I think I have covered all.
The problem is that a large quantity of those isk sink aren't "repeatable". After you have brought a skillbook you never lose the knowledge of the skill (you can lose the SP but the skill remain), the BPO are rarely lost, POS are lost but it is still a low percentage of the total.
|
Jagga Spikes
Minmatar Republic University
|
Posted - 2009.02.09 11:43:00 -
[237]
Originally by: Caleb Ayrania
Originally by: Mara Rinn
Originally by: Venkul Mul 1) Reducing the efficiency of refineries in high sec will damage miners more than mission runners.
What makes you think that?
My industrial character can currently refine all hisec ores with 0% waste in even the worst hisec refineries - admittedly for only a small handful of NPC corps at the moment.
Some big benefits could be had if there was a rebalancing of refineries and the refiner profession in general..
So only level 5 refine would yield no waste, and only standing 8 or 10 would grant no take..
...
why there has to be no waste? i could understand no waste for ore, since ore is always bulkier than minerals, but no waste for module reprocess is just too much. also, there has to be price for refine/reprocess. even best of friends have to make a profit.
|
Caleb Ayrania
Gallente TarNec
|
Posted - 2009.02.09 11:58:00 -
[238]
Originally by: Jagga Spikes
why there has to be no waste? i could understand no waste for ore, since ore is always bulkier than minerals, but no waste for module reprocess is just too much. also, there has to be price for refine/reprocess. even best of friends have to make a profit.
Well with higher demands on skills and standing, wouldnt that be the result in practice..
Sure theoretical a level 5 skilled player in a high standing could get no waste and no take, but if the take limit was based on level 10 standing then your wish would be granted!?
- Money is Love - Sometimes it just gets bend the wrong ways.
Feed your Brain:
Innovation Thread |
Venkul Mul
Gallente
|
Posted - 2009.02.09 12:02:00 -
[239]
Originally by: Kazuo Ishiguro
Originally by: Venkul Mul 1) Reducing the efficiency of refineries in high sec will damage miners more than mission runners. So what will cure doing that? High sec envy? Sorry, but it is chronic and incurable.
2) POS refining and big refining tax: refining arrays can be placed in 0.3 or less sec space. An placing POS in 0.5 or more space require faction standing 5+, something almost impossible to get even in a medium sized corporation.
I'd suggest removing the restriction on refining arrays, allowing them to be anchored at any POS. It's possible for a corp to pick up standings relatively easily with the current mechanics:
- Make sure at least 1 person with the required standings has been in the corp for 7 days. If not, hire one and start counting downtimes.
- Towards the end of day 5, remove corp roles from everyone except people with high enough standings.
- Towards the end of day 6, just before downtime #7, kick all those without standings.
- Immediately after downtime, people can rejoin and take back their corp roles
It's certainly quite disruptive, but it's far from impossible. Everyone loses roles for 24 hours and is only out of the corp for as little as 1 downtime.
Feasible? Yes A good idea? Not
To explain it, let's think about a medium corp with 50-60 people in it and some billion in stuff and isk. You boot all the people save the guy(s) with the required standing. One of them need to be the CEO, you should have already brought all the POS towers you want to plant (unless you want to repeat the experience), he (or them) should have the needed hangar access to pick up the towers and plant them.
So essentially you need to leave all of the corp assets in the hand of one player or a small number of them. In EVE, where corp theft is a profession and even CEOs steal from the corp they direct. Sadly high sec POS are something for purpose build corp or for the rare corp where all the people run for the same faction.
Add that depending for high sec POS for good refining in high sec would require to be capable of using POS in different systems or the loss of efficiency linked to moving unrefined ore around will kill your profit. So the effect would be hundred of off line POS, with each high sec moon occupied by one, POS that would be put in line 1 or 2 day each week to refine the day load of ore (or maybe never onlined if a freighter can load from cans at a offlined POS and then move them at a single refining POS).
|
Kylar Renpurs
Dusk Blade
|
Posted - 2009.02.09 12:06:00 -
[240]
Been reading this for a little while with my limited net access, still don't have very good access, but to the people who miss the point by saying "Reason why so many people run missions is because mining is BORING!" completely miss the point in that CCP *wants* to make mining more interesting and more fun, and whose arguments solely rely on CCP never fixing mining to be fun and interactive.
Heaven forbid mining becomes as interactive (and risky at the same time) as mining, and therefore deserving of equal rewards.
So boosting mining "fun" *and* rewards while nerfing the unnamed T1 loot drops? Win-Win tbqfh. Fixes the mineral situation *and* the T1 manufacturing world.
I will agree tho, doesn't address the rogue drone issue. Don't quite know what to do there...
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 14 15 16 17 18 19 20 .. 21 :: one page |
First page | Previous page | Next page | Last page |