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Adunh Slavy
1034
|
Posted - 2013.06.23 04:54:00 -
[31] - Quote
Scatim Helicon wrote: If the change is simply that NPC loot drops change from the item itself, to instead dropping the components needed to create the item when combined with the meta 0 module, then very little changes.
Very true. The mission runner can still make money from these drops. The value will be derived from the meta level and not the minerals. |

Arthur Aihaken
Nil.
27
|
Posted - 2013.06.23 05:13:00 -
[32] - Quote
Awesome idea. One addendum: We're going to make asteroid and ice fields "free-fire" zones (no CONCORD).
Sound good?  |

Scatim Helicon
GoonWaffe Goonswarm Federation
1972
|
Posted - 2013.06.23 08:16:00 -
[33] - Quote
Thinking about it, what if loot drops were changed from modules to components for all wrecks, including those of other players?
It's always struck me as a little odd that I can riddle an opponent's hull with gunfire and missiles until their ship explodes in a fireball, but that half the equipment survives totally intact and can be picked up and used immediately. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
36
|
Posted - 2013.06.23 09:03:00 -
[34] - Quote
mynnna wrote:OP is a bit hyperbolic and/or hysterical.
But it's an interesting notion. I am an industrialist. And the recent ore redistribution in null sec seems to have had no impact on mineral market trends. Though it may just be delayed market reaction(quite delayed) it would seem as though high end minerals are actually taking a dive. The most likely reason i can think of is because of high sec generated supply of high end minerals. This is why i believe mining in general suffers. This is why everyone says "forget mining, do combat and run missions or rat" because not only do you generate isk immediately, but you also generate meta gear, salvage, minerals, LP and occasionally extra rare drops depending on what you are killing. Then, the risk is extremely minimal and if you do decided to pvp you don't have to create a whole new character or account because you train the same skills!
Training to be a miner has an incredibly high skill ceiling to "Specialize" into. I don't think it's unreasonable at all to have all minerals in the game come from that one profession. All salvage in the game comes from combat alone and the skill ceiling for salvaging is pretty minimal. Based on the chart of Harvest > Build > Destroy you could see the 3 main professions in this game as Mining, Production and Combat. And I may be misinterpreting this, but I think of the "Destroy" part of the cycle is specifically in regards to player built items. This means with PVE "combat" you can harvest minerals and bypass production while actually destroying nothing. So technically PVE combat is mining & production all rolled into one with the added bonus of instant isk gratification, LP and lower training time to pvp.
Personally I feel that this should either be fixed, or the skill ceiling should be lowered dramatically so miners can change to the combat path without wasting years of training. Well maybe this part was a bit hysterical....
or was it? ;)
Arthur Aihaken wrote:Awesome idea. One addendum: We're going to make asteroid and ice fields "free-fire" zones (no CONCORD). Sound good?  I'm already in Null, this would only positively affect me. But on the other hand, your idea is also an Awesome idea! Using your logic, why don't we just make all missions "free-fire" zones (no CONCORD). Or we could make all of high sec space "free-fire" zones (no CONCORD) as well!
But seriously, the next time you try to reply to a post, please stop yourself. For your own sake. |

Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
36
|
Posted - 2013.06.23 09:34:00 -
[35] - Quote
Alvatore DiMarco wrote:"Gun mining" was already addressed when meta 0 modules were removed from rat loot. This had the secondary effect of also nerfing mission/ratting income even further, as the supply of modules and/or minerals yielded from PvE was decreased. Lately, between nerfed mission rewards, nerfed bounties and what loot does still drop, the only way for missions to be profitable is if you grind them for hours like some kind of bot.
I guess what you're trying to do here is remove all drops and give miners the absolute monopoly on mineral acquisition? Because fleets of botted retrievers don't already make plenty of ISK, right?
I'll ask you one other question: What about pirate faction, deadspace and officer modules? Should those cease to drop as well, simply because you want a totalitarian death-grip on the mineral trade?
This is pretty funny. You're saying that Miners, let me emphasize here, MINERs shouldn't have monopoly on MINERal acquisition? You also think that running missions should get you isk (in faucet form), minerals, modules, LP and more isk(also in faucet form)? You think that miners who only get ore/minerals from their extremely SP intensive profession that does not overlap any other profession in any way should not have the sole access to minerals?
The reason mission running is not profitable is for many reasons. First, lots and lots of people/bots do it. Because so many people do it LP and the majority of salvage are basically worthless. There is absolutely no competition between mission runners, you each get your own semi-instance that is all to yourself where miners have to compete for limited resources especially in high sec where even the lowest end ore can be wiped out of a system at any given time. Though they could go run "mining missions" they would have to deal with rats occasionally and have to switch ships back and forth and would need extra skill points in combat to even be able to do that. And not only that but high sec miners do not have access to high end minerals at all, while mission runners actually do! And potentially unlimited amounts of them with their unlimited instanced mission sites! And don't get me started on hauling ore!
If you think mission running is not profitable without hours of bot-like grinding, try the mining profession.
As for faction/Deadspace/officer mods, I don't care if they continue to drop like normal. If you want to reprocess those for the minerals then go right ahead. |

Scatim Helicon
GoonWaffe Goonswarm Federation
1972
|
Posted - 2013.06.23 12:03:00 -
[36] - Quote
I wonder how he'd respond to the alternate idea that mining should also grant LP, salvage, loot, and bounties? Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Jerick Ludhowe
trolllolcorp
474
|
Posted - 2013.06.23 13:22:00 -
[37] - Quote
This forum needs troll countermeasures... Forced biomassing would be my first suggestion. |

Jeanne-Luise Argenau
Federal Defense Union Gallente Federation
10
|
Posted - 2013.06.23 13:40:00 -
[38] - Quote
erutpar ambient,
i dont like the tone of your post it makes me want to punch you somehow :P 
Now to your idea. Why ok im up for the change that only damaged modules would drop if meta and they can be repaired with using meta 0 items that i would support. Maybe in a way that there wont ever be a loot drop (full triangle) but with salvaging. But i think when u salvage a wreck that way u also deserve to get some minerals or components which can be refined into building minerals. If you think about it you would maybe understand my reasoning. That destroyed ship was built by either players or npc shipyards so they needed minerals to build them. And no it shouldnt be as much minerals as the ship would have originally cost to build because reactor overload would reduce a good portion of the minerals put in the original hull through to vaporizing them.
Regards
Jeanne-Luise Argenau
EDIT: even if its a troll looting mechanics could get another look at |

Kraal Utrecht
Running with Knives Nexus Fleet
9
|
Posted - 2013.06.23 14:34:00 -
[39] - Quote
My RADICAL idea is to transform wrecks from containers to asteroid-like entities "mineable" with salvage drones and salvagers - gained "ore" would be scrap metal with possibility of scrap modules depending on salvaging skills/ship/tech. So similar like now but not "salvaging failed" it never fails, it would just give you scrap instead of salvaged part... Size and scrap-value of such wreck would be proportional to size of ship it was before returning some small % of its mineral value.
When wreck was completely salvaged - container will pop like now. To get into container before clearing wreck - use scanning module that would reveal still usable parts. Containers ownership - no change. Wreck ownership - no change.
To simulate "drifting away" and being devoured by vast universe - such wreck will loose its mineral value over time. Wreck will drift away with the container and modules inside.
Key phrase -"No instant gratification beyond ISK".
So it would be interesting to see armies of salvagers rushing to great battlefields waiting for the silent screams to fade. Like ravens feasting on flesh of fallen warriors. :D Fights between salvagers who will get more of some juicy part of fallen titan or carrier maybe?
... My imagination running wild again... |

mynnna
GoonWaffe Goonswarm Federation
1281
|
Posted - 2013.06.23 15:01:00 -
[40] - Quote
Erutpar Ambient wrote:mynnna wrote:OP is a bit hyperbolic and/or hysterical.
But it's an interesting notion. I am an industrialist. And the recent ore redistribution in null sec seems to have had no impact on mineral market trends. Though it may just be delayed market reaction(quite delayed) it would seem as though high end minerals are actually taking a dive. The most likely reason i can think of is because of high sec generated supply of high end minerals. It's only been a few weeks since the expansion launched and furthermore, most of nullsec is currently at war. And on top of THAT, highsec mining is still the vast majority of mining by volume in the game... I'd have to go back and dig through Diagoras' twitter feed to find the relevant tweets, but its not like low end supply was suddenly increased by 50% or something. Member of the Goonswarm Economic Warfare Cabal |
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Johan Toralen
IIIJIIIITIIII
125
|
Posted - 2013.06.23 17:42:00 -
[41] - Quote
Here's an idea:
- learn reprocessing skills - learn some trading skills - put up some buy orders for mission loot - babysit your buy orders while you mine - reprocess - multiply your daily income
But apparently it makes much more sense to defend your pathetic mining income via silly ideas then just to grab one of the many opportunities in Eve by the balls and get rich yourself, right? |

Drake Doe
SVER True Blood Public Disorder.
236
|
Posted - 2013.06.23 18:13:00 -
[42] - Quote
How does it make sense that to fix a broken item you need to use one that's not only different but of a lower quality? If making T1 mods isn't profitable enough for you, no one is stopping you from getting a t2 bpc. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Zircon Dasher
275
|
Posted - 2013.06.23 18:56:00 -
[43] - Quote
Erutpar Ambient wrote: This is pretty funny. You're saying that Miners, let me emphasize here, MINERs shouldn't have monopoly on MINERal acquisition? You also think that running missions should get you isk (in faucet form), minerals, modules, LP and more isk(also in faucet form)? You think that miners who only get ore/minerals from their extremely SP intensive profession that does not overlap any other profession in any way should not have the sole access to minerals?
The reason mission running is not profitable is for many reasons. First, lots and lots of people/bots do it. Because so many people do it LP and the majority of salvage are basically worthless. There is absolutely no competition between mission runners, you each get your own semi-instance that is all to yourself where miners have to compete for limited resources especially in high sec where even the lowest end ore can be wiped out of a system at any given time. Though they could go run "mining missions" they would have to deal with rats occasionally and have to switch ships back and forth and would need extra skill points in combat to even be able to do that. And not only that but high sec miners do not have access to high end minerals at all, while mission runners actually do! And potentially unlimited amounts of them with their unlimited instanced mission sites! And don't get me started on hauling ore!
If you think mission running is not profitable without hours of bot-like grinding, try the mining profession.
As for faction/Deadspace/officer mods, I don't care if they continue to drop like normal. If you want to reprocess those for the minerals then go right ahead.
1)Your SP intensive claim is factually false. When you remove the SP that can cross over to other activities besides mineral acquisition its really not that skill intensive. Off the top of my head the skills that can not translate are: mining upg. I-V exhumer IV-V mining V(?)
Total SP value is a few mill in absolute terms and pales in comparison to other professions (so not great in relative terms either). The fact that you think this is relevant in the first place is p. laughable.
2)Your "Mission mining requires ship changes" is also factually false. Unless you mean to tell me that mining vessels that operate in places with multiple BS spawns magically lose the ability to deal with frig/cruiser rats in mining missions.
3) Your claim that highsec miners do not have access to high end materials is factually false (hint its in the same objects that mission runners get their "minerals" from)
4) You "undermind" your own argument by saying faction/deadspace/officer are ok. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Scatim Helicon
GoonWaffe Goonswarm Federation
1972
|
Posted - 2013.06.23 18:57:00 -
[44] - Quote
Drake Doe wrote:How does it make sense that to fix a broken item you need to use one that's not only different but of a lower quality? Clearly the idea has no place in Eve Online: A highly realistic game which always makes sense.
Quote: If making T1 mods isn't profitable enough for you, no one is stopping you from getting a t2 bpc. Or, you know, just running L4s like everyone else.
Manufacturing (and by extension, mining) is totally undermined by rat loot and your argument is nothing but the usual FYGM shriek. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Zircon Dasher
275
|
Posted - 2013.06.23 19:07:00 -
[45] - Quote
TBH if people want changes to how named loot enters the game they might do better making an argument related to invention.
That said, I will be happier than a pig in **** if/when CCP removes named drops from missions. If it is perceived as a nerf by any substantial number of players there are two things that occur that will make me giggle to no end:
1) the rage threads 2) the influx of characters into activities that produce significantly more raw ISK per hour. Which will drive money supply higher along a (roughly) exponential curve. 3) drives people to purchase more alts; because specialization never necessitated interaction. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Zircon Dasher
275
|
Posted - 2013.06.23 19:09:00 -
[46] - Quote
Scatim Helicon wrote: Manufacturing is totally undermined by rat loot
This is a questionable statement and hinges on vague terminology. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Adunh Slavy
1034
|
Posted - 2013.06.23 20:01:00 -
[47] - Quote
Zircon Dasher wrote:Scatim Helicon wrote: Manufacturing is totally undermined by rat loot This is a questionable statement and hinges on vague terminology.
It's not vauge at all. It's provable to anyone that has an ounce of knowledge about economics. |

Adunh Slavy
1034
|
Posted - 2013.06.23 20:04:00 -
[48] - Quote
Drake Doe wrote:How does it make sense that to fix a broken item you need to use one that's not only different but of a lower quality? If making T1 mods isn't profitable enough for you, no one is stopping you from getting a t2 bpc.
How does it make sense? Ever heard of something called a chassis?
You can have boiled chicken or chicken alfredo. |

Melek D'Ivri
United Eve Directorate Academy
20
|
Posted - 2013.06.23 20:34:00 -
[49] - Quote
I will take this on a point by point.
Mining is what I started EVE on and did at least forty to fifty hours a week multiboxing and yet the income sstill was not enoguh so I started salvaging as a still quite inexperienced player. Suddenly I could afford things I could not before. Like PLEX. To keep playing EVE. Corps like Pro Synergy are great for the game because they help the market and missioners and dalvagers AND producers.
Mining does not generate the amount of minerals therefore income that it should but this does not mean othr ytrades need nerfing. I regularly sell billions worth of minerals to mske up for miners that cannot meet deamnd. CCP buffed high en nulsec ores to help with this but its still not enough so module melters like me still have a job.
Also by monopolyzing mining as the sole source of minerals you HUGELY encourage even more botting which CCP wants to KILL not reward.
And !another! thing is the reason npcs drop non-epic loot is because they 'use' them. Yes they are better than meta zero but that is because meta zero is the only thing for tech two builders to build from. There is no method to improve meta stuff otherwise so it is essentially useless. These drops are NOT epic in any way and it takes a lot of them to be of any worth which means a lot of time spent doing it.
Missions have been nerfed and so has salvage on MANY levels over the last two years. The only thing I agree with you on is that the mineral you get should increase. |

Scatim Helicon
GoonWaffe Goonswarm Federation
1973
|
Posted - 2013.06.23 21:47:00 -
[50] - Quote
Melek D'Ivri wrote:Mining does not generate the amount of minerals therefore income that it should but this does not mean othr ytrades need nerfing. I regularly sell billions worth of minerals to mske up for miners that cannot meet deamnd. CCP buffed high en nulsec ores to help with this but its still not enough so module melters like me still have a job. Miners 'cannot meet demand' in part because mining is sub-minimum wage gutterscraping when they're competing with missioners who get handed meta 1-4 modules to melt down or sell as they wish. As well as mission ISK rewards. And LP. And bounties. And salvage. And standings.
And as has already been stated, the effect on mission runners would be negligible since the value of the broken components being looted would be close to the previous value of the intact modules being looted.
Quote:Also by monopolyzing mining as the sole source of minerals you HUGELY encourage even more botting which CCP wants to KILL not reward. Because the bots in Eve are all miners, and there are definitely not mission running bots infesting the empire mission hubs at all. Even if you were correct to suggest that (source?) your argument here is basically 'don't rebalance anything at all ever because some people might be encouraged to use bots, any activity that is possible to bot should be nerfed into oblivion'. That's a dumb argument.
Quote:And !another! thing is the reason npcs drop non-epic loot is because they 'use' them. Yes they are better than meta zero but that is because meta zero is the only thing for tech two builders to build from. WRONG
As you can plainly see from the above link, mission loot even disincentivises meta 0 manufacturing for T2 invention purposes, since the chances of successful invention increases when using meta 1-4 loot.
Quote:Missions have been nerfed and so has salvage on MANY levels over the last two years. The only thing I agree with you on is that the mineral you get should increase. The effect of increasing raw supply without a corresponding increase in demand is to deflate the value. That's why making meta modules a mineral sink (by requiring a player-manufactured meta-0 module to be consumed in the creation of a meta 1-4 module) instead of a mineral faucet incentivises mining. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |
|

Zan Shiro
Alternative Enterprises
180
|
Posted - 2013.06.23 22:12:00 -
[51] - Quote
T1 has its sales base. It be as the base item for t2. Its just so happens most t2 builders have that t1 bpo and work from that. If you made t1 your key to financial success....you generally backed the wrong horse.
T1 mods have never been the path to riches in this game barring a few items. You have to pick the t1 items with no t2 or the t2 is not commonly used for whatever reason (its hard to fit, little return, pita to train, etc.).
Making 200mm AC T1 guns will not make you rich fast. T1 bomb launchers might. Not all train for the t2 launcher. Its reward for the training is not game breaking. I tbh trainied it only because in a perc/will rempa cycle and said wth, lets do it. T1 gang links as well....the path to pro boosting is a long one so most boosters ride out fitting lowly t1 for quite a while.
Or....you are going to have give competitive pricing with the t1 you make to enitce t2 builders to buy it. When I did indy if making say 425 II rails I knew going to jita exactly how much it would be to make them piece by piece. If while picking up the moon goo and such I saw 425 I rails for a fair price I picked them up to save some production time. Charge a higher price...well I 'd jsut make them ore by ore and component by component.
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Zircon Dasher
276
|
Posted - 2013.06.23 22:40:00 -
[52] - Quote
Adunh Slavy wrote:Zircon Dasher wrote:Scatim Helicon wrote: Manufacturing is totally undermined by rat loot This is a questionable statement and hinges on vague terminology. It's not vauge at all. It's provable to anyone that has an ounce of knowledge about economics.
You are forgetting the qualifier that was used-- "totally". This term deals with the degree of impact, but "totally" does not admit of a specific quantity (outside of perhaps 100%). As such, the term is rightfully considered vague.
His claim is questionable since it admits of false, true, and indeterminate Truth values as we move across the full range of degrees in possible impact.
If you thought I was questioning whether NPC mods can have an effect on manufacturing: you assumed I made a much stronger claim than I did. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Zircon Dasher
276
|
Posted - 2013.06.23 22:45:00 -
[53] - Quote
Scatim Helicon wrote: The effect of increasing raw supply without a corresponding increase in demand is to deflate the value.
This is exactly why I thought CCP should not have increased the amount of low-end minerals in 'roids. It was a NERF to mining as a profession. Nerfing High-sec is never the answer. It is the question. The answer is 'YES'. |

Adunh Slavy
1034
|
Posted - 2013.06.24 00:58:00 -
[54] - Quote
Zircon Dasher wrote: If you thought I was questioning whether NPC mods can have an effect on manufacturing: you assumed I made a much stronger claim than I did.
Fair enough |

Shereza
Center for Advanced Studies Gallente Federation
141
|
Posted - 2013.06.24 02:01:00 -
[55] - Quote
Erutpar Ambient wrote:Let me know what anyone/everyone thinks!
You ________________________________Your rocker __|______________________________________|
That's what I think.
You're suggesting replacing items with items to make items which just increases the work involved in getting those items to market with no increase in enjoyment of gameplay and a nasty reduction in game immersion/realism. NPC ships should function no differently from PC ships in that when you blow them up you get free (to you) stuff. The idea that named and deadspace items shouldn't be sacrosanct from manufacturing queues is one I can agree with, but your proposal for dealing with that situation just doesn't work. Introducing BPCs to produce named items and having them drop from NPCs and NPC structures would be a much better way of achieving that.
Your idea proposes a significant amount of work for CCP and an ongoing work increase for players with no commensurate gain in enjoyment for them or the player base. Well, no gain unless you're a miner/industrialist grinding out T1 items and wanting to boost your income...
Also, making NPCs drop items to upgrade T1 items into other items doesn't actually make T1 items more useful for their specific purpose, it just makes them more purchased to fill another role. Furthermore the only minerals I have yet to mine in high-sec are megacyte and morphite. Morphite is irrelevant to the discussion at hand while it pertains strictly to T1/named items, and if you can find anomalies with megacyte-bearing asteroids in high-sec megacyte isn't a "can't mine in high-sec" mineral either.
Erutpar Ambient wrote:Hello WOW players. Just wanted to let you know about this little ideology we have here in EVE Online. http://jestertrek.com/eve/blog/2012/balance-yes.png"Free Loot from NPC's" doesn't seem to show up in that cycle. I'm trying to imagine how to relate killing NPCs to actual sandbox activities. Oh I know! *Stab random natural sand mound, obtain free sandcastle* ... Erutpar Ambient wrote:Seriously though, if you have input then by all means throw it in there. If you're just here to flame then go to General Discussion. And if you want to farm mobs for epic loots, then go back to WOW.
Free loot from PCs doesn't show up (explicitly) in that cycle either, but that's kinda sorta what it's like for players. It's unrealistic to make NPCs function any differently from PCs in that regard. Likewise the only reasonable way to acquire officer items is to "farm mobs for epic loots." That's already an aspect of gameplay and one that CCP is very unlikely to change in the near future.
Scatim Helicon wrote:WRONGAs you can plainly see from the above link, mission loot even disincentivises meta 0 manufacturing for T2 invention purposes, since the chances of successful invention increases when using meta 1-4 loot.
I rather think that his point was that you need T1 items to produce T2 items, not that you "need" T1 items to invent T2 BPCs. |

Drake Doe
SVER True Blood Public Disorder.
237
|
Posted - 2013.06.24 02:17:00 -
[56] - Quote
Adunh Slavy wrote:Drake Doe wrote:How does it make sense that to fix a broken item you need to use one that's not only different but of a lower quality? If making T1 mods isn't profitable enough for you, no one is stopping you from getting a t2 bpc. How does it make sense? Ever heard of something called a chassis? You can have boiled chicken or chicken alfredo. Try fixing a brand new laptop with parts for a model 5+ years old, by a different manufacturer. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Drake Doe
SVER True Blood Public Disorder.
237
|
Posted - 2013.06.24 02:20:00 -
[57] - Quote
Scatim Helicon wrote: Drake Doe wrote:How does it make sense that to fix a broken item you need to use one that's not only different but of a lower quality? Clearly the idea has no place in Eve Online: A highly realistic game which always makes sense. Quote: If making T1 mods isn't profitable enough for you, no one is stopping you from getting a t2 bpc. Or, you know, just running L4s like everyone else. Manufacturing (and by extension, mining) is totally undermined by rat loot and your argument is nothing but the usual FYGM shriek. You already have what the op is asking for in t2 weapon bpcs, which generally sell for the most and are the best meta available period, as far as guns go. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Adunh Slavy
1038
|
Posted - 2013.06.24 02:38:00 -
[58] - Quote
Shereza wrote: You're suggesting replacing items with items to make items which just increases the work involved in getting those items to market with no increase in enjoyment of gameplay and a nasty reduction in game immersion/realism.
^ Opinion
Lots of people have fun making stuff. And you want to mention realism and immersion, on Eve, really? How realistic is it that when you blow up a ship you get a 100% fully functional item? Why aren't you upset that you can't get minerals from wrecks? Some of those pirate ships are pretty big, and all that is left is some melted cap parts, no minerals but a fully functional gun that shoots car sized ammo?
And you mention realism. LOL, yeah, whatever.
|

Shereza
Center for Advanced Studies Gallente Federation
141
|
Posted - 2013.06.24 03:15:00 -
[59] - Quote
Adunh Slavy wrote:^ Opinion
Lots of people have fun making stuff.
Lots of people have fun clicking several times on a couple windows and then waiting minutes to hours or even days for the finished product to be spat out? Interesting. I might buy that if the production process in EVE were more involved and entertaining, but it doesn't really need to be either.
Adunh Slavy wrote:And you want to mention realism and immersion, on Eve, really?
I'm sure that the idea that in-game reality needs to be both immersive and realistic within the context of the corresponding game universe is a shock to many people, but that doesn't make it untrue.
If you don't like realism and immersion in EVE then why not campaign to have MLP spaceships? I don't mean something like the Hello Kitty skinned apocalypse or kestrel, I mean actually flying around in Applejack with a couple Dual 650mm ACs mounted on her flanks? Maybe go munch on an alfalfa asteroid or two and then fly in front of an iteron undocking from Jita when she has to "drop some dumplings" or whatever euphemism you wish to use? Maybe we could also implement some sort of pokemon mechanics involving exotic dancers, slaver hounds, slaves, scientists, and related "commodities." "Exotic Dancer uses Strip against Slave. It's super effective!" 
If you want to toss out the idea that realism and immersion are necessary then let's go whole hog here, chief.
Adunh Slavy wrote:How realistic is it that when you blow up a ship you get a 100% fully functional item?
About as realistic as blowing up a ship and not getting any items. I personally wouldn't have a problem with modules ranging from 100% condition to 0%-but-not-quite-destroyed to completely destroyed both with PC and NPC drops.
Adunh Slavy wrote:Why aren't you upset that you can't get minerals from wrecks?
When did I say I was(n't)?
Adunh Slavy wrote:Some of those pirate ships are pretty big, and all that is left is some melted cap parts, no minerals but a fully functional gun that shoots car sized ammo?
Gun could've been blown off, and keeping it associated with the wreck/post-salvage loot can is part of the Keep EVE Beautiful progra... I mean just a way for CCP to help reduce the "clutter" taking up CPU cycles and database/RAM space. Also, referring to large projectile ammo as "car sized ammo" is a tad misleading given that 1400mm is only approximately 4.6' diameter, and that's just for the largest Large gun. At the smallest that "car-sized ammo" is maybe 1.4'.
Now I'll meet you halfway here. You propose an idea for reprocessing wrecks to retrieve their (remaining) mineral value and I'll critique it. Bear in mind that it has to cover the following issues: #1 If it's a mobile platform how big is it? What skills will it require to fly? #2 If it's an immobile platform how will you move the wreck to it? I could see carriers moving sub-cap wrecks to a "reprocessing array" in no/low-sec, but what about in high-sec? Maybe an orca for sub-BS ships, but how will you reprocess the wreck of your beloved typhoon? #3 How do we continue to remove minerals from the game environment if PC ship destruction is no longer a guaranteed mineral removal and NPC wrecks are, within the confines of #1 and #2, more or less guaranteed minerals of one amount or another? |

Adunh Slavy
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Posted - 2013.06.24 03:31:00 -
[60] - Quote
You expect me to waste my time to come up with a proposal on how you can reproc rat droppings to minerals when rats dropping too many things, including minerals, is what I and many others see as a problem? Right.
Write all the words you want. It does not change the fact that many professions in Eve are supressed because shooting rats generates resources that are also generated by those other professions.
Why not have rats just drop everything, then we can get rid of moon mining, mining, ice mining, invention, manufacuring. That'll save CCP tons of database space and processing over head. |
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