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Sizeof Void
Center for Advanced Studies Gallente Federation
5
 |
Posted - 2011.10.17 01:16:00 -
[151] - Quote
Falin Whalen wrote: HAHAHAHAHAHA! 1/10 Because your argument has been beaten to death, repeatedly, but bonus points cause you got me to laugh, final score 3/10.
Beaten to death, perhaps - so, once, was the statement (and the people who made it) that the earth is round, not flat.
I give you a 9/10 for keeping me active in this thread. Usually, I bow out after a single neglected post. :) |

Creat Posudol
True Knights Templar
2
 |
Posted - 2011.10.17 13:29:00 -
[152] - Quote
Falin Whalen wrote:Sizeof Void wrote:Falin Whalen wrote:Sizeof Void wrote: First, because increasing drop rates (from Mag sites or wrecks) may help fix the T2 rig production problem, but it exacerbates a bigger problem (the ISK faucet issue). The alchemy solution addresses both problems.
And I suppose you think mining is the biggest isk faucet ever? As a matter of fact, yes. :). HAHAHAHAHAHA! 1/10 Because your argument has been beaten to death, repeatedly, but bonus points cause you got me to laugh, final score 3/10. Even though his posts are often of a troll-ish nature that doesn't make him wrong. As a matter of fact he is just right about this one. If you have only 10 people in a game, everyone owns 1000 isk they can mine all they want, nobody will ever have more than 10000 ISK. EVER! Actually less over time if transactions cost a tax... This basic principle doesn't change just because it's billions of trillions of ISK that exist in the game of thousands of players. The only faucets are anything that make the game have more ISK (bounties, npc buy-orders, ...), and the only sinks are mechanics that remove ISK from the game (npc sell-orders, taxes, ...). This also leads to the ridiculous situation where losing a ship can actually be an ISK faucet. You get money from the insurance, which has to be balanced against all the money that way payed for it including the insurance premium (to "the game", not other players, but potentially by other players before they sold you that stuff). If you had a lot of faction items from LP stores which require ISK payments, those obviously have to be considered. In most cases a ship destruction will therefore create ISK. Unexpectedly this makes all insurances which are NOT payed out an ISK sink.
But this all is beside the point, I'm sure CCP knows better when and to what extent this has to be considered, it's their game after all and in their best interest to keep it healthy! Also they are the only ones who have access to the kind of information you need to make informed decisions about this.
Can we please get back to the original question, how to create volume in the T2 rigs market? We got somewhat sidetracked to something that's barely an issue here as it doesn't really apply to the situation
Sizeof Void wrote:[I give you a 9/10 for keeping me active in this thread. Usually, I bow out after a single neglected post. :) Good, more people actively talking about this is of course preferable!
And talking about your false assumptions (or rather 'outdated information') and how they impact your argument: It kinda takes away the foundation, but what DOES remain is there exploration sites are relatively scarce. The most common by far are wormholes/unknowns followed by grav sites. At the other end of the spectrum are Mag and Radar sites, I'd guess with an about equal amount of each of them. This would HAVE to change for the most commonly proposed solution - increasing drops in mag sites - to have a large enough impact on T2 salvage parts supply and the following drop in T2 rig prices. Also the BPC runs have to be increased (I personally think 5 runs would be fine, but 10 are also not overreaching) in any case so the new volume can be handled.
Personally I still don't think it's wise to implement such a change without looking in the more distant future when the balancing will once again break due to changing conditions and the adjustments will again fall though the cracks. CCP has a huge list of stuff that needs to be looked at just a bit to rebalance it again,but that all adds up to a LOT of work! So I'd rather we use this chance to get some system in place which will compensate - at least to some degree - upcoming changes to the situation!
Lastly let me also propose that if some T1 --> T2 alchemy-like mechanism is implemented, the inverse should also be possible! This ensures that the system can not only compensate for too little T2 salvage, but also for too much. It can be done simply through reprocessing, which would be the preferred mechanism if the primary direction was done with BPs I suppose. |

Mortimer Civeri
Federal Navy Academy Gallente Federation
17
 |
Posted - 2011.10.17 17:05:00 -
[153] - Quote
Creat Posudol wrote:Even though his posts are often of a troll-ish nature that doesn't make him wrong. As a matter of fact he is just right about this one. If you have only 10 people in a game, everyone owns 1000 isk they can mine all they want, nobody will ever have more than 10000 ISK. EVER! Actually less over time if transactions cost a tax... This basic principle doesn't change just because it's billions of trillions of ISK that exist in the game of thousands of players. The only faucets are anything that make the game have more ISK (bounties, npc buy-orders, ...), and the only sinks are mechanics that remove ISK from the game (npc sell-orders, taxes, ...). Ok just looking through the forum here and I just had to comment on how wrong your thinking is.
I'm a miner. I mine ore, refine it and sell minerals. Everyone has the ability to mine in this game and make their own ships and modules. To a manufacturer I sell a commodity and convenience, just like RL miners do. If you think that mining just magics up ISK, why don't you do like this bloke and make yourself a toaster. Let's see how you get along with having to mine everything and build everything, ships, modules, ammo, from scratch. You can do it, everyone in EVE can mine and produce anything they need themselves. You don't need to pay a producer any ISK for that module, A producer can mine the minerals himself, he doesn't need to buy the minerals from a miner.
Quote:But this all is beside the point, I'm sure CCP knows better when and to what extent this has to be considered, it's their game after all and in their best interest to keep it healthy! Also they are the only ones who have access to the kind of information you need to make informed decisions about this.
Can we please get back to the original question, how to create volume in the T2 rigs market? We got somewhat sidetracked to something that's barely an issue here as it doesn't really apply to the situation What I see is two people trying to discuss how to do just that.
Quote:...but what DOES remain is there exploration sites are relatively scarce. The most common by far are wormholes/unknowns followed by grav sites. At the other end of the spectrum are Mag and Radar sites, I'd guess with an about equal amount of each of them. This would HAVE to change for the most commonly proposed solution - increasing drops in mag sites - to have a large enough impact on T2 salvage parts supply and the following drop in T2 rig prices. Also the BPC runs have to be increased (I personally think 5 runs would be fine, but 10 are also not overreaching) in any case so the new volume can be handled. Since I'm not an explorer, or produce rigs, I don't have a horse in this race. So in all honesty what this all breaks down into is, one side wants to increase the content and worth of an existing game feature(Falin Whalen), while the other wants a new feature (Sizeof Void). The trouble is both will require some coding, whether it is to put in a new feature, or fiddling with the spawn mechanics of a particular type of exploration site. Now given CCPs track record for the implementation of new features, and the wonderful way they balance things by making them hideously OP then nerfing them years later, I'd say flip a coin.
That which does not kill you, makes you stronger.-a Friedrich Nietzsche
That which does not kill you, hurts like hell.-a UNKNOWN |

Lamasul
KRAUTZ RULEZ KRAUTZ-FEDERATION
0
 |
Posted - 2011.10.18 09:47:00 -
[154] - 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. 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.
I came up with an idea about the salvage mechanic.
The problem is that some salvage materials are too rare (for example Intact Armor plates). Refining them in basic materials and then reproduce could lead to an imbalance because of stockpiles. But what if there were some blueprints to produce micro circuits out of trigger units? For example you need 40 trigger units for a micro circuit. If such blueprints would come then manufacturing slots would be rare and you would need a ton of new BPO`s.
To avoid this lets build them via Planetary Interaction! Create some new factories for the planets where salvage parts can be produced. Give them a new factory so that the production lines are separated. With this you can easily adjust the amount of low value salvage needed for the rarer salvage and you can also add a new way to get T2 salvage. Also all blueprints are in the factories so no need to buy them or even invent them.
Doing it with Pi would also time buffer the whole stockpile issue due to the production cycles of the factories and the maximum layout of the whole colony. This would also give PI a advanced meaning in EVE. Import/export costs won`t be this high also because ALL savage parts are 0,01m-& big and so the costs should be low. This also is an advantage because with a 0,01m-& volume of the parts you have plenty of space in your spaceport to get waste amounts of materials on the planet.
With this idea you don`t need to change the salvage mechanic itself or the drop rates. You just create a second way of getting better salvage and you improve the Planetary Interaction and bring EVE some more sandboxyness because everybody can choose what he/she is going to produce with the salvage and the markt can react to shortages on its own with just switching the production on the planets.
|

Creat Posudol
True Knights Templar
2
 |
Posted - 2011.10.18 14:42:00 -
[155] - Quote
Mortimer Civeri wrote:Ok just looking through the forum here and I just had to comment on how wrong your thinking is. I'm a miner. I mine ore, refine it and sell minerals. Everyone has the ability to mine in this game and make their own ships and modules. To a manufacturer I sell a commodity and convenience, just like RL miners do. If you think that mining just magics up ISK, why don't you do like this bloke and make yourself a toaster. Let's see how you get along with having to mine everything and build everything, ships, modules, ammo, from scratch. You can do it, everyone in EVE can mine and produce anything they need themselves. You don't need to pay a producer any ISK for that module, A producer can mine the minerals himself, he doesn't need to buy the minerals from a miner. Dude you quoted the wrong guy, nowhere did I say or mean that mining is an ISK faucet ("magics up ISK"). It isn't! That was the whole point of my last post! I also have no idea what point you're trying to make. I never even referenced mining and I don't have a problem with it or anything. So what are you on about?
Lamasul wrote: Suggestion of using PI for cross-conversion of T1 (and T2?) salvage materials. [...] With this idea you don`t need to change the salvage mechanic itself or the drop rates. First of all I like that idea very much! But not changing mag sites would be a huge mistake. They are so completely useless that nobody does them, if people were doing them the shortage of T2 salvage mats would be lessened, especially with a (big) bump in drop chance (that being so low at the moment is the reason nobody does them). It's the perfect chance to make another unused feature usable. It also would lead to the bad situation that most T2 salvage effectively comes from L4 missions, which most people agree (I think) would be a really bad thing.
I think producing any specific T1 salvage should require at leat 2 or 3 others, in various but not huge amounts (single to low double digit values). Also the generica (ending in "circuit") should probably not be required to alchemize anything other than other generica. Should T2 salvage also be created with this, it should be from the corresponding broken-T1-variants as everything else would just be confusing :) In any case any reaction like that should require some PI-product as a catalyst, to tie it into PI and make it a reason it's done on a planet, but also to give some more uses to the underused PI materials. |

Party Lips
Blackened Skies
0
 |
Posted - 2011.10.18 17:49:00 -
[156] - Quote
CCP Fear wrote:Howdy!
Im currently looking into the whole issue of the rigs. Going through the various loot tables and such I've already spotted quite a few problems, errors and so forth which I would like to fix, but I'm stepping lightly as I don't want to just go with guns blazing on this.
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.
From our standpoint, we would like this to be a bit more commonplace, a bit more profitable for more people and less expensive.
We are also looking at a very short time-frame, so major changes might not happen. But I really like the idea of melting together T1 components into T2, so i'm gonna write it on a post-it and hang it on my monitor. It might be relatively easy to do, but the ratio might be a bit tricky to get right.
Any thoughts, ideas or suggestions are welcome!
well this is a tough one. if you want it to be a bit more common place and looking at it from a consumer point of view: are the bonuses you get from a large t2 rig really worth the isk? looking at the rigs say a trimark gives you 10% bonus but the T2 version only gives you only 5% more but costs over twice as much. consumer satisfaction isn't very high on most t2 rig items due to this fact.
Seller point of view: demand is very low and the product is not appealing to consumers. the price is not elastic.
Producer point of view: it's difficult to make and time consuming. the amount of resources and time put into t2 manufacturing makes these items not efficient to produce for most manufacturers when comparing to most other luxury items.
Solution: make the luxury item more appealing to the consumer. instead of an extra 5% bonus it should be 10%. the appeal of using the rig will go up and so will demand. i think  |

Tasko Pal
Spallated Garniferous Schist
7
 |
Posted - 2011.10.18 17:57:00 -
[157] - Quote
Sizeof Void wrote:Falin Whalen wrote:
And I suppose you think mining is the biggest isk faucet ever?
As a matter of fact, yes. :) I know what you've probably read in other forums/blogs, that ISK faucets are only those things that magically generate ISK into your wallet - like NPC bounties and ship insurance - and that all other activities - mining, for example - are just moving ISK around (I mine the ore, you buy it). In RL economics, this is true, and the equivalent of an ISK faucet would be a government which is printing more money - ie. creating more currency from nothing. But, in RL, the physical assets/resources are finite and limited. In a game, we can create new assets/resources from nothing. Thus, a more correct definition of an ISK faucet would be *any* game mechanic which magically spawns ISK - either directly (such as NPC bounties) or indirectly through the endless creation of new assets/resources (such as regenerating minable asteroids) which can be converted to ISK.
I would disagree for two reasons. First, creating new assets and resources (such as via mining) doesn't spawn isk directly or indirectly. Your assertion is just wrong on that point. Second, this is not an example of magic spawning of something of value because players have to expend time in order to get the resource AND they have to pay for the account that's doing the mining. The closest such approximation would have been datacore farmers before the ghost farming nerf.
|

Lamasul
KRAUTZ RULEZ KRAUTZ-FEDERATION
0
 |
Posted - 2011.10.18 18:15:00 -
[158] - Quote
Creat Posudol wrote:Lamasul wrote: Suggestion of using PI for cross-conversion of T1 (and T2?) salvage materials. [...] With this idea you don`t need to change the salvage mechanic itself or the drop rates. First of all I like that idea very much! But not changing mag sites would be a huge mistake. They are so completely useless that nobody does them, if people were doing them the shortage of T2 salvage mats would be lessened, especially with a (big) bump in drop chance (that being so low at the moment is the reason nobody does them). It's the perfect chance to make another unused feature usable.
Sry my mistake. With my idea i meant the standard salvage mechanic(for example in missions) not the mag site`s themself and i`m the same opinion that mag site`s need to be fixed. |

Shin Dari
The Vendunari Warped Aggression
6
 |
Posted - 2011.10.18 19:28:00 -
[159] - Quote
Creat Posudol wrote:First of all I like that idea very much! But not changing mag sites would be a huge mistake. They are so completely useless that nobody does them, if people were doing them the shortage of T2 salvage mats would be lessened, especially with a (big) bump in drop chance (that being so low at the moment is the reason nobody does them). It's the perfect chance to make another unused feature usable. It also would lead to the bad situation that most T2 salvage effectively comes from L4 missions, which most people agree (I think) would be a really bad thing. Just giving all the T2 salvage to Mag sites and not doing some sort of 'salvage reconstruction' is a really bad idea. Mag sites simply can't handle the volume to create a healthy industry, it may not be as sick as it currently is where T2 rigs cost 50 times more then their T1 counterparts, but it will still be bad.
But not fixing mag sites is also a bad idea, as it takes quite a bit of effort to do them, they should have a proper reward. Considering the limited volume of their drops, mag sites will never be able to compete with any other form of activity, unless they get something unique that the economy can handle at low quantities.
Quote:I think producing any specific T1 salvage should require at leat 2 or 3 others, in various but not huge amounts (single to low double digit values). Also the generica (ending in "circuit") should probably not be required to alchemize anything other than other generica. Should T2 salvage also be created with this, it should be from the corresponding broken-T1-variants as everything else would just be confusing :) In any case any reaction like that should require some PI-product as a catalyst, to tie it into PI and make it a reason it's done on a planet, but also to give some more uses to the underused PI materials. Yes it would be a great opportunity to make sure that all underused materials see a use.
|

Apollo Gabriel
Mercatoris Etherium Cartel
68
 |
Posted - 2011.10.18 22:25:00 -
[160] - 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. 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.
Great ideas, if you could set your salvager to one of three settings via say scripts? The T3 salvage is icon coded per item it is used in, perhaps you could use something similar here.
Also, any chance that taking a rig OFF a ship (destroying it) could result in some salvage components?
Personally I'd love if ONLY the cargo hold dropped in a can and all the weapons, etc had to be salvaged off ships.
I know, I'm crazy. |
|

Tash'k Omar
Apple Construction Inc Northern Associates.
1
 |
Posted - 2011.10.19 05:24:00 -
[161] - Quote
Read the first half of the thread, adding to favorites and will continue reading tomorrow. I'm seeing some seriously good ideas, but one thing that stands out:
I think, as a whole, people are seriously underestimating the amount of junk salvage currently laying around, as well as the time it would take the market to stabilize if an 'alchemy' solution were implemented.
Off the top of my head I really can't think of any useful solutions to this, as the first idea that comes to mind is to treat it in a similar fashion as ore. (T2 salvage refines to good stuff, T1 salvage refines to bad stuff) This doesn't solve the problem though, except in the fact that it would balance individual prices in the T1 and T2 groups along set ratios, as bad T2 can make good T2, and bad T1 can make good T1. The prices in both groups would crash though.
The solution of "make the ratios huge then when the stockpiles go away change them to something more reasonable" doesn't work either. If that's the case, people will just hold onto their huge stockpiles because if they wait a year it'll be worth 50x as much.
As much as the alchemy idea sounded like a good plan to begin with, the more I think about it the more I'm opposed to it, as there are so many ways it can go wrong (never a good idea to implement something like that in a game with players as resourceful as those that play Eve).
Also: I thing scripts would be a bad idea.
To conclude, CCP Fear, I do not envy you your job right now, though I do hope that with your willingness to listen to the community you're able to come up with a solution that fixes (or at least begins the fixing of) the current salvage/rig problem.
|

Creat Posudol
True Knights Templar
2
 |
Posted - 2011.10.19 13:54:00 -
[162] - Quote
Tash'k Omar wrote:Off the top of my head I really can't think of any useful solutions to this, as the first idea that comes to mind is to treat it in a similar fashion as ore. (T2 salvage refines to good stuff, T1 salvage refines to bad stuff) This doesn't solve the problem though, except in the fact that it would balance individual prices in the T1 and T2 groups along set ratios, as bad T2 can make good T2, and bad T1 can make good T1. The prices in both groups would crash though. That sounds good on paper but it just reinforces a problem that has already been in the game far too long: Mining with guns. Missions are already responsible for a significant amount of Minerals flowing into the game (instead of mining as the source), and this would probably increase it significantly if you want the reprocessed salvage parts to be worth more than they are now. CCP has stated repeatedly that they want to move away from the module drop if possible and that mining with guns (even more so in the drone regions) was a bad idea. There is a reason that salvaging doesn't yield minerals or they can't be reprocessed to minerals.
Tash'k Omar wrote:The solution of "make the ratios huge then when the stockpiles go away change them to something more reasonable" doesn't work either. If that's the case, people will just hold onto their huge stockpiles because if they wait a year it'll be worth 50x as much. Some of the "huge ratios"-suggestions weren't actually suggestions but rather there to show people who say "ohh prices of T2 salvage will go through the floor if this ever happens" that it depends on the implementation and conversion rates. It also depends in large parts on the desired target price for T2 rigs. But yea, I agree that it shouldn't require huge amounts to manufacture a single T2 salvage part. I'm rather in favor of a catalyst-component (preferably from PI or via NPC sell orders) which adds a baseprice to the conversion itself. |

K'tarna Ronuken
Pator Tech School Minmatar Republic
0
 |
Posted - 2011.10.20 03:01:00 -
[163] - Quote
WALL OF TEXT INBOUND - YOU ARE WARNED
Good evening everyone:
I have read the above posts and have done some reflection. My main's primary business in New Eden is the manufacture and marketing of T2 rigs. I have been doing this VERY succesfully for about a year and a half. In most cases, the rigs I build and sell are the only ones of their kind anywhere in the galaxy. That being said, it can be done better, and profitability can be maintained, all the while increasing usability. Let me offer some ideas:
1 - rig upgrading. Correct me if I am wrong, but I believe T2 rigs are the only T2 anything that doesn't require a complete T1 in the recipe. Kinda hard to build a Prowler without a Wreathe In conjunction with lowering the material requirements a step for rigs, why not require a complete T1 version in the mix as well. This kind of creates alchemy, well, without alchemy. (ie 2 armor plates in t1 + intact armor plate = T2 armor rig).That helps a bit, but doesn't get to the root of the problem, which is getting T2 parts down in cost to make rigs more attractive.
2- salvage upgrading/refining/alchemy. Ive done soul searching on this....I never wanted T2 salvage to be more easily available, but I want T2 rigs to sell a bit better. I actually like alchemy, but it must be done carefully.. I propose a PI salvage refinery. This planetside installation should use a salvage reaction BPO PLUS a PI-harvested catalyst to induce a T2 salvage part. The thing to really focus on here is TIME not material. Make the upgrade process VERY SLOW, like:
Intact Armor Plate reaction BPO : 4 x armor plates, 10 x catalyst + 24-48 HOURS = 1 x intact armor plate. - BPO ME research can lower catalyst requirement SLIGHTLY, PE lowers reaction time SLIGHTLY
In effect, this gives a Wow-style alchemy cooldown without the cooldown. Nobody in Wow gets rich converting 20 mithril to 20 truesilver over 20 days. Also, last time I checked, many of the low end moon minerals are catalysts on planet Earth....thats another thought entirely. 
Also, make catalysts racial. You want to upgrade armor plates, you need catalysts farmed from Blood Raider space planets. This would allow the PI enthusiast to set-up pure catalyst farming planets.
3 - faction spawns. Somewhere back, faction spawn salvage got horribly nerfed. I mean the T2 salvage drop rate is stupid low...Ive salvaged 10 Dread wrecks and gotten 1 T2 chunk. EASY FIX - LOOK AT COMMANDER SALVAGE DROP TABLES ASAP, FFS CCP! Minimum: each commander spawn should yield at least 1 piece of T2 salvage every time, unless the salvage table rolls empty.
4- skills. This one seems obvious...am I the only one seeing it? Have the appropriate rigging skill lower the drawback AND THE CALIBRATION in increments. Give us a reason to get Electronics Rigging V so we can fit a dual-t2 grav cap Buzzard. Right now, rigging IV is plenty for almost everyone....most people never even go that far. Doing this allows players to control their rigging experience wihout going in and changing the ship calibration limits. FWIW I like ship calibration just like it is.
- I *don't* like reduction of copy time....copy times on single runs are short at best. Single runs are pretty much all I use.
- I *do* like the mag sites dropping ME: 0 copies of all sizes of rigs. Also, why not have random complete rig drops. That *might* get some folks running mag sites.
My $0.02 folks - asbestos suit is on. Thanks for reading and stewing along with me. The ideas offered by everyone are all excellent!
- K't |

Fon Revedhort
Monks of War DarkSide.
11
 |
Posted - 2011.10.21 07:26:00 -
[164] - Quote
CCP Fear, a couple of questions here:
- when CCP will admit capital ships need their own rigs? X-large
- do you intend to make tech2 rigs even cheaper all across the board? It hardly makes any sense as medium and small rigs are already very affordable.
- how about introducing next tier of rigs then, which will be truely expensive and provide players the edge they seem to be losing due to tech2 rigs getting (and having already got) cheaper than they used to be?
I don't see the point in trying to make everything available to anyone. It makes no sense. If any gear is evenly spread across the playerbase then it has no value. 2008, CCP Zulu(park): "command ships are fine as is" 2011, CCP Greyscale: "is the Nighthawk actually underpowered?" Nice progress, guys. |

Tsubutai
The Tuskers
10
 |
Posted - 2011.10.23 10:16:00 -
[165] - Quote
As someone who's done a fair bit of T2 rig production and uses them with some regularity on both PvP and PvE ships, I don't really agree with a lot of the things being held up as problems here. In particular, the pricing/availabilty of T2 rigs doesn't seem problematic at all; they range from highly affordable (I routinely put t2 damage rigs on hurricanes and suchlike) to moderately expensive (T2 shield resist rigs at ca. 20m apiece can make a lot of sense on T2/faction hulls, same goes for medium ACRs at 30-40m) to just plain expensive (trimarks, CDFEs, cargo expanders).
The bigger issues, IMO, are that a lot of T2 rigs are either useless or have calibration costs that are too high to make them worth using in a lot of cases. The existence of useless rigs contributes to the massive spread in the values of T2 salvage - no one wants drone speed augmentors, so the components used to make them languish; loads of people want trimarks, so Intact Armor Plates are 30-40m apiece. A comprehensive review of rig types that are basically never sold (T1 and T2) is long overdue; the ones that are universally considered useless should be buffed, removed, or replaced with things that would be useful and popular. For instance, you could scrap every single drone rig type bar sentry drone augmentors and replace them with a combat drone damage upgrade rig and a drone repair bay rig, at which point the value of drone-related salvage would skyrocket.
Second, cap the calibration cost of individual rigs at 200 units. Many otherwise good T2 rigs (notably gravity capacitor upgrades, burst aerators, collision accelerators, bay loading accelerators, and calefaction catalysts) have calibration costs that are excessively restrictive. 300 calibration means you can't fit two gravity capacitors on your tricked-out covops, can't use all three rig slots on a faction ship if you fit a t2 damage rig, and are highly restricted in what you can do with your remaining rig slots after fitting a t2 damage rig on a regular T1 or T3 hull.
Finally, mag sites should certainly be buffed, either by restoring faction POS BPC drops or by significantly increasing the T2 salvage drops; as everyone else in this thread has noted, they're rubbish atm. |

Super Chair
Hell's Revenge
21
 |
Posted - 2011.10.24 01:41:00 -
[166] - Quote
I don't produce rigs, but i would like to say one thing that is annoying is the increased calibration costs to fit the T2 rigs over the t1 versions. The significant increase in price for the slight increase in performance should balance each other out. The additional calibration costs just throw a frack you wrench into thngs. |

A Mysterious Stranger
Ministry of War Amarr Empire
0
 |
Posted - 2011.10.24 10:53:00 -
[167] - Quote
IMO simplest thing in the world to fix.
Adjust loot tables to allow all wrecks to give t2 salvage, obviously very rarely, but the possibility should exist, and actually then do away with the tiered salvage idea entirely. Salvage, get loot, sometimes it's good, sometimes it isn't.
I would caveat this by ensuring that t2 salvage can only be aquired by a t2 salvager, but that's just me.
|

DetKhord Saisio
Unchained Potential Test Alliance Please Ignore
5
 |
Posted - 2011.10.26 13:04:00 -
[168] - 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.
That is assuming ratters make about the same amount a salvager makes, which is simply not the case. Time spent ratting makes the most of any profession in the game. I suspect that the profession of salvaging is way down on that list, near the bottom with mining.
:shrug: I may be wrong on this. But you can not just blindly assume ratters care what is in the wrecks. They are only after ISK and salvaging does not give that. |

Sizeof Void
Center for Advanced Studies Gallente Federation
11
 |
Posted - 2011.10.28 11:42:00 -
[169] - Quote
DetKhord Saisio wrote: That is assuming ratters make about the same amount a salvager makes, which is simply not the case. Time spent ratting makes the most of any profession in the game. I suspect that the profession of salvaging is way down on that list, near the bottom with mining.
:shrug: I may be wrong on this. But you can not just blindly assume ratters care what is in the wrecks. They are only after ISK and salvaging does not give that.
In my experience, salvaging is actually one of the best ways to make ISK, esp. for new players.
I've said this before, so apologies for the repost:
A Minmatar AF wreck drops an Intact Armor Plate, currenlty worth 30M+ ISK. Larger T2 ships, ofc, drop more.
On average, salvaging a T2 ship, with a rigged, all-salvager-fit frig/dessie and level 4 Salvaging skill, only takes a few cycles (each cycle is 10 sec), so the limiting factor on ISK/hr is how many T2 ship wrecks you can find. But, even assuming that you can find & salvage only 3 AF wrecks, or 1 T2 cruiser/BC wreck, per hour, you'd be making around 100M ISK/hr. An alliance/corp battlefield or Incursion site is a pure latinum mine, for the T2 salvager, pulling in hundreds of millions of ISK/hr.
How does that compare with income from 0.0 ratting, these days?
In addition, consider that skill training for T2 salvaging requires less than a week, even without implants, and a salvage frig/dessie, with rigs, is very inexpensive. Compare this with the skills and ship required to efficiently kill 0.0 BS rats.
Salvaging a wreck is also usually much faster than killing a BS rat (unless you are ratting in a supercap), and you are always on the move, not hanging around in a belt - so the chances of getting dropped on by even a fast scanner is pretty low. But, even if you do get popped, who cares? A one-week old salvager noob or alt would lose a no-cost Alpha medical clone, no implants, and a cheap ship. |

Amsterdam Conversations
Cheesecake Starshine
35
 |
Posted - 2011.10.28 21:42:00 -
[170] - Quote
CCP Fear wrote:I have a bit of mixed feelings about scripts (and then mining crystals as well) What do you think about "racial" salvagers? Like special salvagers, that only looks for certain types of salvage, no matter the wreck type.
So basically, you'll have an amarr type salvager having some chance to retrieve armor salvage from any type of wreck (caldari for instance), and a bigger chance to retrieve salvage from an armor type wreck.
This could be a very good way to have salvage prices balanced, as everyone will only choose to use amarr type salvagers to receive trit bars/armor plates/intact armor plates. |
|

Yvan Ratamnim
Phoenix Evolved Part Duo
20
 |
Posted - 2011.10.29 03:01:00 -
[171] - Quote
Let me just say that this is my favorite thread that i have read...
And for the love of god i almost died when i saw a CCP dev actively back and forth discussing with the player base especially the industrial player base for ideas on things to change ...
Honestly i'd love to see more t2 salvage hit the road on more ships i mean t2 ships even frigates should be able to actively run with t2 rigs without it being a "oh whats the use this is gonna double the cost of my ship!"
That said... i L-O-V-E the idea of refineable salvage... Especially into something like copper, gold, titanium and silver bars that you can rebuilding using standard bpo's into salvage (throw the bpo's on the concord LP shop :) ....
someone was complaining that this would crash the market, no it wouldn't it just takes balance, yu have to make it so that you can't just refine a bunch of crap into 40 intact armor plates, you need to say refine 100 crap salvage, and 5-6 good salvage to make 10 other good salvage...
thats why its a good idea to have variation in the "bar types" that the salvage refines down into...
Alchemy like the pos's is interesting but for the love of god its so hard and time intensive no one really does it... just let salvage be a nice easy refining...
Yes t2 rigs will fall and t2 salvage price will fall initially, but once t2 rigs become common price there usage should increase as well and thereby increasing the salvage prices again....
Also for the love of christ get CCP Tallest to tweak the rigs a bit to make the less used ones a tad bit more useful, and not so frigging annoying to fit to a ship the calibrations are epicly annoying. |

Yvan Ratamnim
Phoenix Evolved Part Duo
20
 |
Posted - 2011.10.29 03:07:00 -
[172] - Quote
I LOVE THE SALVAGING SCRIPT IDEA!!!!!!!!!!!!!
But make it so that only T2 salvagers can use scripts that sways the odds of getting something, so that nullsec industrials can "pull" unavailable things from wrecks, like if im in X space and i have 0 chance of getting armor plates because my racial rats hav ea 20% chance of dropping salvage Y ... then if i use a armor plate script i now have a 10% salvage chance of getting armor plates, but now all other of my racial salvage get nerfed by a bit in result....
Also would give yu the ability to throw in a new skill for salvage script usage that increases that say 10% to 25% at level 5 |

DetKhord Saisio
Unchained Potential Test Alliance Please Ignore
6
 |
Posted - 2011.10.29 08:54:00 -
[173] - Quote
CCP Fear wrote:I have a bit of mixed feelings about scripts (and then mining crystals as well) What I do like, is that it gives you good control (and bonuses) to what you want. So you specialize in something and you are good at it. I like that. What I don't like, is that I have to carry so much stuff with me. And then I always forget to get that other script/crystal. It is also just a bit convoluted. So I'm torn. What I do like (and in more general terms now), is a system that I can specialize in (many skills I need to train), that involves me strategically deciding on what I want to get (such as Mining), and that I have options in the field (such as crystals and scripts). So yeah.. lot's of things to think about. And I appreciate all your ideas here  Keep 'em coming!
Mining crystal size has always been an annoyance, but not huge since the crystal can last for quite a long time. That said, I would train mining crystal efficiency if it was an available skill. Are there plans to simplify mining crystal usage?
If the exhumer cargoholds were much larger, I would not complain. They are tech 2 barges after all. IRL, power barges are used for bay, port, and inland waterway freight, holding 1500 tons.
Hmm, what if rats had no normal loot drops? Meaning, you can only obtain salvage from NPC wrecks but the rare/officer spawns drop their normal loot table (plus wrecks are also salvageable). So on the rare occasion loot does appear, you know it will be good. The "sea of loot cans" is what I am thinking of avoiding, as well as giving nul miners more of a reason to mine. |

Ahaz Darkfall
Society of lost Souls
0
 |
Posted - 2011.10.29 12:21:00 -
[174] - Quote
Would It not be a simple solution to just drastically increase the amount of T2 salvage in mag sites, with perhaps an increase in the frequency of the higher value drops. If you could average 50 units of T2 salvage from each mag site you run in null,(I'm thinking 3-4 drops of stacks of 10-20 units)
This would increase the supply of T2 salvage for T2 rig production, and make the mag sites worth running again. sure the high value stuff could still be rare, but if you are getting 10-20 of them per drop then everyone will run the sites hoping to hit a drop of 10-20 units of the high value stuff.
This increase in supply would only be available from running the buffed mag sites. Solve two problems with one fix. |

Shin Dari
The Vendunari Warped Aggression
9
 |
Posted - 2011.10.29 13:01:00 -
[175] - Quote
Ahaz Darkfall wrote:Would It not be a simple solution to just drastically increase the amount of T2 salvage in mag sites, with perhaps an increase in the frequency of the higher value drops. If you could average 50 units of T2 salvage from each mag site you run in null,(I'm thinking 3-4 drops of stacks of 10-20 units)
This would increase the supply of T2 salvage for T2 rig production, and make the mag sites worth running again. sure the high value stuff could still be rare, but if you are getting 10-20 of them per drop then everyone will run the sites hoping to hit a drop of 10-20 units of the high value stuff.
This increase in supply would only be available from running the buffed mag sites. Solve two problems with one fix. Nope, it won't work. First of all mag sites can't do the required volume and it makes very little sense fluff wise. If CCP wants to buff mag sites, then they should get something that is unique to them and that fits their current volume. I think that mag sites should be the only source for capital rigs (T1 and T2). |

Sizeof Void
Center for Advanced Studies Gallente Federation
11
 |
Posted - 2011.10.29 13:17:00 -
[176] - Quote
Ahaz Darkfall wrote:Would It not be a simple solution to just drastically increase the amount of T2 salvage in mag sites, with perhaps an increase in the frequency of the higher value drops. If you could average 50 units of T2 salvage from each mag site you run in null,(I'm thinking 3-4 drops of stacks of 10-20 units) Most of the T2 salvage already comes from null sec, from player wrecks. The problem is that the amount of T2 salvage which makes it way to high sec markets is very limited and that keeps the rig availability low and prices (too) high. Adding T2 salvage to mag sites would not appreciably change the T2 rig cost/availabilty situation, it would just be yet another ISK farm for null sec, to replace sanctums.
In order to signficantly increase T2 rig production and general market availability, manufacturers need to have access to a steady supply of T2 salvage - say, equivalent to about 20% of the current aggregate T1 salvage drops, if you want to have a 5:1 ratio between the cost/availability of T2 vs T1 rigs. As Shin Dari says, mag sites would never be able to do the volume.
I do like the capital rigs in mag sites idea. |

DetKhord Saisio
Unchained Potential Test Alliance Please Ignore
6
 |
Posted - 2011.10.29 17:23:00 -
[177] - Quote
Number of wrecks able to be salvaged is not the problem; most people do not waste their time salvaging since the inflated NPC bounty prize amounts make salvaging comparatively almost worthless. The only solution I can think of is reduce bounty prize amounts and loot drops from npc rats to give ratters a reason to salvage.
Almost every time I hear of someone ratting in nul, the next thing I hear is "Does anyone want to salvage the sanctum I just finished?" Very few actually take the time to salvage. Part of the problem is while salvaging, your ship (usually a noctis) becomes vulnerable to attack. If you are busy with a "sea of wrecks" and not paying attention, you can easily be caught and killed.
Nul pilots would rather focus on getting ISK from bounties than trying to loot and salvage, and then go through the hassle of trying to sell it it all. Part of that stems from most ratting pilots can not reprocess scrap (loot) or build rigs, since most of them have nothing to do with industry and manufacturing. |

Romandra
Strange Energy Gentlemen's Agreement
6
 |
Posted - 2011.10.29 17:45:00 -
[178] - Quote
Arkady Sadik wrote: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?) Our PvP fleets generally stop and salvage all T2 wrecks because the possible ISK to be made there is nice. I'm not sure what proportion of T2 rigs comes from player wrecks, but if the prices drop by much, we'd likely stop bothering (we do not salvage T1 wrecks in general, say). Quote:to Mag. sites (are they worth doing?) In exploration, mag sites are probably the most profitable mini-profession ones. Doesn't make them very profitable, though. I have so far never done them for the money, always because I was bored and didn't have anything else to do. Quote:production and invention. There's an interesting problem there: T2 rig demand is so low that the invention chance really hurts possible profits and the rig prices, so we generally shy away from it. High capital invention, high risk, low profit is just not a good combination. Should T2 rigs become more commonplace, this would change already, so even a small change might have a larger-than-expected effect. Quote:Any thoughts, ideas or suggestions are welcome! Some thoughs. As with T1 salvage, the differences in prices for the different salvage materials is extreme. Intact armor plates are traded at over 30m ISK each, while Lorentz Fluid struggles to hit 4k ISK. Excessive rig prices are based on a few extremely rare T2 salvage goods. If you want to reduce T2 rig prices, making those more common might already be the key (though see above for the averse effect when salvaging in PvP). But more importantly, some of this is heavily based on basic rig balance. Some rigs are absolutely useless, making the salvage for them useless. A major factor here that drives prices up for some specific salvage materials is that there are only a handful of rigs that really are worthwhile to use. And some of that imbalance is even T2 rig specific - for example, the probing rigs for a covops frigate are worse in T2 than in T1 because you can't fit two of them, and one T2 rig is worse than two T1. Looking at some of the calibration costs might be a worthwhile "small change" rebalancing effort. Be careful with the price rebalances now, though, as a general rig rebalance is on "the list" somewhere, and that will drastically affect rig prices again.
This post is SPOT-ON. But just to add my own handful of pocket change:
1. Any fleet I FC that kills a T2 hull, I also poke for someone with a salvager to hit that wreck up, because you never know when an intact armor plate or capacitor console is going to drop. And there's almost always somebody in fleet with a salvager fitted.
Personally, I'd love to see T3 wrecks salvage for double/triple the amount of T2 salvage a comparable T2 cruiser hull would otherwise drop.
Let's say a zealot wreck has a 10% chance to drop one intact armor plate. A legion wreck should then have a 30% chance to drop three intact armor plates.
Anyone who has ever salvaged a capital or supercapital wreck knows you get an enormous stack of T1 salvage, far and away larger than any battleship wreck you've salvaged. It would be nice to translate that into the more expensive and harder to kill T3 hulls in a similar fashion.
2. When I go on a complex hunting spree, I only ever do the mag sites if I am super-desperate for something to do. The drop rates, even for the more difficult mag sites in 0.0, are incredibly low. In my EVE career, between all my characters, I've done at least 100 mag sites and probably more. All told, I've only ever had one mag site drop anything of value - once I got about 250 mil in salvage from one site in Vale of the Silent. In Delve, Fountain, Cloud Ring, Great Wildlands, and Scalding Pass plexing, I've never received more than ~20 mil in any one site. They're not worth doing, more or less, for the time invested to complete them.
3. As the poster whom I am quoting says, the high cost of T2 rigs is really only related to the incredibly high-cost of three-four T2 salvage items. Increasing the supply of those items, even just slightly, will make all the items less expensive. I'm not sure I like the idea of melting T1 salvage into T2 (does anyone actually do moon alchemy anymore, afterall?) but if it could be balanced such that it does not adversely affect the price of say, T1 trimarks from all the armor plates disappearing to build T2 trimarks, then the idea might have merit.
4. Again as Arkady Sadik said, 90% of rigs are just never, ever ever used, which devalues the salvage used to build those particular items and increases the cost of the ones that are heavily used - shield extenders/purger rigs, trimarks, CCC rigs - plus the T2 variants of those specific rigs.
Thanks to CCP Fear for responding personally in this thread, and thank you for your careful consideration about T2 rig changes. I'm glad you're on the case and going about it so hands-on!
|

Sizeof Void
Center for Advanced Studies Gallente Federation
11
 |
Posted - 2011.10.29 19:31:00 -
[179] - Quote
DetKhord Saisio wrote:Number of wrecks able to be salvaged is not the problem; most people do not waste their time salvaging since the inflated NPC bounty prize amounts make salvaging comparatively almost worthless. The only solution I can think of is reduce bounty prize amounts and loot drops from npc rats to give ratters a reason to salvage.
Almost every time I hear of someone ratting in nul, the next thing I hear is "Does anyone want to salvage the sanctum I just finished?" Very few actually take the time to salvage. Part of the problem is while salvaging, your ship (usually a noctis) becomes vulnerable to attack. If you are busy with a "sea of wrecks" and not paying attention, you can easily be caught and killed.
Nul pilots would rather focus on getting ISK from bounties than trying to loot and salvage, and then go through the hassle of trying to sell it it all. Part of that stems from most ratting pilots can not reprocess scrap (loot) or build rigs, since most of them have nothing to do with industry and manufacturing. This is true in low sec and null sec, but not in high sec, where salvagers are not vulnerable to attack by players. And, please, do not confuse mission salvagers with ninja salvagers, or looters.
The vast majority of T1 salvage comes from mission NPC wrecks, which feeds the T1 rig production and market. Thanks to the introduction of sized rigs and the large amount of T1 salvage available from L1-L4 missions, the T1 rig market is very healthy.
But, the majority of T2 salvage comes from player T2 ship wrecks - not NPC wrecks or mag site drops. Only faction NPC wrecks drop T2 salvage - and CCP nerfed the drop rate of T2 salvage from those wrecks several years ago. But, even if the drop rate from faction NPC wreck were much higher, the low spawn rate of faction NPCs would be another limiting factor.
So, currently, we're actually comparing the number of NPC wrecks (mostly in high sec) to the number of player T2 wrecks (mostly in null and low sec), as the sources of T1 and T2 salvage, respectively. I doubt that anyone would argue that the total number of player T2 wrecks, salvaged each day, will always be a tiny fraction of the total number of NPC wrecks salvaged in high sec, probably much less than 1%. Thus, the available supply of T2 salvage is relatively minute, as compared to T1 salvage, and overly constrained.
If you want to bring T2 rig production/market up, say to 20% of the T1 rig production/market (ie. an availability/cost ratio of 5:1 for T2 rigs vs T1 rigs), then you need to make T2 salvage dramatically more available, up to 20% of the current T1 salvage in high sec. This is a pretty damn big increase.
You cannot do this in null sec or low sec, alone. Period.
As pointed out, the risk of salvaging in null sec (and low sec) is very high. So, even if every NPC wreck in null/low sec dropped T2 salvage, the number of salvagers would still be too low to supply sufficient T2 salvage. And, even if the T2 salvage quantities were available in null/low sec, the number of inventors (for the T2 rig BPCs) and manufacturers (for the T2 rigs) in null/low sec would still be too low to produce enough T2 rigs to create a 5:1 ratio vs T1 rigs. Again, I doubt that anyone argues that null/low sec invention/manufacturing is a small fraction of high sec invention/manufacturing.
Thus, a large high sec source for T2 salvage is required.
Mag sites are not the answer, unless you propose to have each mag site drop thousands of Intact Armor Plates. Not very likely.
T2 salvage from faction NPC wrecks could be made more available - by increasing the spawn rate, and increasing the drop rate of salvage. This might be a solution, but you'd have to change the mechanics of the L1-L4 missions to make 20% of the NPCs into faction NPCs - this would make the missions significantly more difficult, to say the least. (Note: belt NPC spawns are also too low in quantity, as compared to mission NPC spawns, so buffing only the existing belt faction NPC spawns would not provide enough salvage.)
T1->T2 salvage alchemy is another proposed solution, which would be viable, due to the sufficiently large amounts of T1 salvage already available. The conversion rate would need to be higher than the desired T2:T1 rig availabiility/cost ratio, in order to prevent 100% of T1 salvage being turned into T2 salvage, but this is just a matter of tweaking to get the right balance.
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El 1974
Bendebeukers Green Rhino
20
 |
Posted - 2011.10.29 20:24:00 -
[180] - Quote
I'm dissapointed about the fact that CCP apparantly thinks this is worth fixing while people complain about so many other things. This is not high on the wishlist of players. Just do the simple thing: increase drop rates for the bottleneck items for rigs that are considered too expensive. Maybe make them a rare drop from T2 ships in missions as well. I find it strange that T2 ships in missions never drop t2 items.
About more elaborate solutions. I don't like the alchemy kind of nonsense. You could allow people to break up the items into their raw input materials (like tritanium). We don't need more stuff to build. Let us fly spaceships. |
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