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Scientific Method
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Posted - 2009.05.25 12:14:00 -
[31]
Once your using primarily T2 gear, it's easy to forget how useful T1 drops can be to players just starting out or just moving to a new area, where production doesn't necessarily match demand. A fair few players rely on those T1 drops to equip their ships, test new loadouts, and so on.
Removing 40% of the "legitimate" mineral flow also increases the proportion of the mineral flow that comes from macro miners. |

Malcanis
Vanishing Point. The Initiative.
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Posted - 2009.05.25 12:47:00 -
[32]
Originally by: Psi Draconis It's about time to fix this.
It's well known fact that 40% of mineral flow is coming from loot tables.
Replace T1 with T1 named mods, and remove the ammo and drone drops totally. They are so small portion of the loot drops anyway.
This change would be like the removal of NPC shuttle production, major one. It would be good for the New Eden.
The reason for your request is basically sound but even I will concede that it should be done as part of a proper industry/mining expansion. |

Malcanis
Vanishing Point. The Initiative.
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Posted - 2009.05.25 12:48:00 -
[33]
Originally by: Scientific Method
Removing 40% of the "legitimate" mineral flow also increases the proportion of the mineral flow that comes from macro miners.
But it decreases the amount that come from sweatshop ratters and missioners... |

Builder AlphaOne
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Posted - 2009.05.25 15:06:00 -
[34]
Balance is the key to success --
overall, loot could be reduced by 1/2 with little effect on game play, but it has to be done with some forethought.
maybe 10 thru 08 systems and equal level sites and missions, loot tables retain T1 ordinary mods [meta level 1]. New players actually use these mods when they're starting out.
in 05 thru 07 [plus sites/missions of equal difficulty], meta level 1 mods aren't in loot tables, but level 3 mods are added
in low sec, only meta level 3 and 4 mods spawn with faction or officer mods from the odd elite rat only.
and in deep space, only meta level 4, faction, and officer mods spawn at all.
*** reducing the loot tables by 1/2 or more would reduce the isk added every day to the game and thus would put downward pressure on prices [players would generate fewer resources per day of play and thus could afford to pay less].
This would partly compensate for the isk added via the addition of salvage to the game and the net impact of w-space systems.
[for those who are interested, I've been ingame since beta testing so I do have some experience to guide my suggestions.]

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RaidenMagmus
Darklore United
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Posted - 2009.05.25 23:10:00 -
[35]
Originally by: Venkul Mul
I suppose that the people saying "0.0 is full of ore" will be the first in the line for mining veldspar in 0.0, right? 
I'd mine veldspar in 0.0 more if the roids didn't insta pop once they got some attention.
Having roids pop every 2.3 minutes is a pain to manage especially if running multiple hulks. Did it once... never again. I'll buy trit or not build stuff before I mine veld again :P
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Solo Player
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Posted - 2009.05.25 23:51:00 -
[36]
Edited by: Solo Player on 25/05/2009 23:52:23 So, you think too much minerals are being generated from reprocessing t1 loot?
In that case it seems you should argue that certain items yield too much minerals. Removing those things from loot tables although obviously npc ships can be expected to have equipped just that before blown to bits seems unreasonable, especially since you do not offer a good in-game reason for this change.
Not supported.
Edit: good to see that your proposal is more important than all the others, though, you having so kindly labled it thus.
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Xiao LoPan
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Posted - 2009.05.25 23:54:00 -
[37]
if mods drones and ammo are removed from loot tables ccp might as well remove trad skills from the game, traders wont have anything to buy or sell.
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Maria Kalista
Amarr Emerald Forest Securities
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Posted - 2009.05.26 06:38:00 -
[38]
Originally by: Scientific Method Once your using primarily T2 gear, it's easy to forget how useful T1 drops can be to players just starting out or just moving to a new area, where production doesn't necessarily match demand. A fair few players rely on those T1 drops to equip their ships, test new loadouts, and so on.
Removing 40% of the "legitimate" mineral flow also increases the proportion of the mineral flow that comes from macro miners.
Not supported. |

Raukho
Evoke. Ev0ke
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Posted - 2009.05.26 07:53:00 -
[39]
Not supporting this proposal.
I'd actually would like another solution to the bigger issue you portray. Make high end mining more profitable by adding some of the rare moon minerals as an by product of the mined ores. This will have to be balance to not ruin the moons as the profitability of them gives reasons for fight. But it has to be balanced so that T2 ships will be more affordable again.
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W3370Pi4
Caldari Lords Of Kaos
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Posted - 2009.05.28 19:21:00 -
[40]
you neeed to realize that in 0.0 this is a complementary source of income for some players i dont think removing the modules from the loot table would help
or maybe in empire it would but for 0.0 it would be a major issue
_______ Join the "BULK ML" Mailing list For bulk deals *Scam free* |

Ekeim
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Posted - 2009.05.31 12:13:00 -
[41]
It's also important to remember that the number of people feeding the reprocessed loot column is much higher than the number of people feeding the ore one.
Just as an example, say the number of people gaining and reprocessing loot is 100 to 1 person mining.
Now say it's discovered that 40% of minerals come from miners and 60% from loot.
If you saw the second statement, and not the first - you'd think there was a problem. Take both into account and you see that miners still produce more minerals. That's where we are right now. We have the statistics from the second statement, but no statistics on the first.
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