
Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
53
|
Posted - 2013.07.13 05:47:00 -
[151] - Quote
supernova ranger wrote:How do you over come the....
I now have 30 different types of broken modules x 4 meta levels = 120 stacks
+ 30 different meta 0 stacks = 150 stacks
so do you... right click >> below stack all, click repair all >> poof they are all fixed
how do you keep track of all the modules you need?
I don't know, this isn't a thing yet. You'll have to be patient for it to get here.
As for possibilities, that'd be easy and has been described deep in this thread a few times.
Have invention create the meta BPCs and then you'd just be running manufacturing on the parts just like you would with massive stacks of minerals. |

Shereza
Center for Advanced Studies Gallente Federation
159
|
Posted - 2013.07.13 07:14:00 -
[152] - Quote
Erutpar Ambient wrote: This is what we're trying to avoid.
No, this is what you are trying to avoid. This is not what I am trying to avoid, and based on past changes it doesn't seem to be what CCP is trying to avoid. They might have reduced how it affects the PC economy, but they could have negated it right then and there and chose not to.
Unless CCP has decided to make a break from one of the more traditional MMO mechanics, that offing NPCs gets you loot and, depending on game idiosyncrasies and circumstances, that at least some of said loot is immediately usable by players I'd much rather to work within the existing system to effect meaningful change than throw the proverbial baby out with the bath water while at the same time setting fire to the kitchen.
Erutpar Ambient wrote: It doesn't matter how much or how little it makes up of building materials.
Yes, it does matter. The degree of economic impact removal of named module drops from NPC kills would have is directly related to the percentage of EVE's mineral consumption reprocessing those items feeds, and the larger the economic impact the longer it will take for the market to normalize. Fortunes might be made in times of widespread economic disruption, but when it's game economies you can also guarantee that subscriptions will be lost during those times as well.
Erutpar Ambient wrote: And because it happens that miner that everyone keeps ganking makes that much less isk for his work,
And the only time said miner will make significantly more isk is in the short term before people who previously didn't mine (significantly if at all) train up alts or mains to do so and flood the systems with miners thereby driving mineral prices right back down again. It's a short term gain for existing miners and a permanent penalty for anyone who bases a significant portion of their income off of NPC drops.
Also, as I already pointed out if the price of minerals increases significantly enough quickly enough ganking miners for their ore, and haulers for their minerals, might actually become profitable enough that there is a significant rise in the ganking of miners/haulers. This also ignores the psychological impact of such a change and how it might cause people who just lost a large chunk of their income to decide to blame all miners/manufacturers for it and start ganking them on general principles.
Erutpar Ambient wrote: and that production runner has that much smaller of a market (this for newbies especially tech 1 modules is where everyone would start).
The only way it will do anything significant for "production runners" is if you need a T1 item to construct every M1-M4 module in the same fashion that you need T1 modules to construction T2 variants. The problem is that it won't really do a damn thing to make T1 items more attractive for use in their intended roles unless "upgrade" drop rates are pathetically low so that even M1 items cost significantly more than T1 items due to rarity-based inflation.
The best possible thing you could do to improve the lot of "production runners" is to make T1 modules actually worth their mineral cost to the average player in comparison to at least Meta 1 and Meta 2 modules. The rarity of Meta 3 and Meta 4 modules warrants their having increased performance over T1 and subsequently increased price, though tweaking their drop rates to lower them might also be warranted.
Erutpar Ambient wrote: Why should there be no difference? Should each NPC only drop modules it has fitted at the time? Where do those modules come from? Should the NPCs have to run miners and then run production to make them? What happens when the minerals run out? No more NPC ships or modules?
...
Fortunately we don't have to worry about that specific problem but we do have that happening with the modules.
From an in-game perspective there is no difference between a PC ship and an NPC ship except that most NPC ships aren't flown by pod pilots. From said perspective it makes no sense that one group of ships mysteriously blows up differently from other ships even though they might be the exact same ship model. A thorax is a thorax is a thorax; it has the same shape, the same core components from the engine to the computer systems, it has the same weapon capacities, mounting configurations, and ammo feeds regardless of whether it's flown by a crew (NPC) or a pod pilot (almost certainly PC).
Yes, and in a very real sense they already do something similar to that now by generally only dropping items from a group based on their faction. Guristas NPCs use railguns and missiles and drop railguns and missiles. You don't see Angel NPCs dropping lasers, and you don't see Blood Raider NPCs dropping artillery.
The modules come from wherever CCP says they come from. Asking where they come from is the same as asking where the asteroid belts that keep replenishing themselves day after day come from.
I wouldn't have a problem with it if CCP augmented "NPC life" to include supply and production facets. I really think that EVE Online has a lot of potential to have a thriving NPC ecosystem for players to interact with, cohabit with, and prey upon.
Sure, why not. At the very least with regards to NPC-controlled 0.0 space it makes sense that if the NPCs run out of resources they run out of ships. Except rookie ships of course. PCs can never run out of rookie ships so neither should NPCs. 
Actually we, or at least you, have to worry about minerals too, not just modules. There are the occasional belt spawns of NPC ships that are "hauling" raw minerals. 50k tritanium here, 25k pyrite there, 50km3 megacyte over yonder. |