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Thread Statistics | Show CCP posts - 24 post(s) |
Potions Master
GearBunny
0
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Posted - 2014.04.06 05:06:00 -
[1] - Quote
Sgt Ocker wrote: I'm pretty sure you will find, 7 days after the person you pay to start the corp and put the pos up leaves, the corp standings will revert to the average of members. NPC Faction to Player Corp standings are player based - on the average standings of each member. This does not become a problem, unless the pos is destroyed or you want to move it. Then you need the standings to replace it.
Characters without standings are not counted against the standings of the corp. So you start a corp up with a character that has 7.0 standings to Amarr and leave him in there until it computes the standings. Then you let in the holding character, transfer him CEO and drop out like normal. The corp will maintain that 7.0 to Amarr if no characters in the corp have standings towards Amarr at all. The moment anyone shows up with even +-0.01, the standings will get averaged to it after 7 days of that character being in corp. Coming back from an 8 month break, I too was surprised to find my corp still had 7.34 to Amarr, but no one in corp had any standings to count against it.
Just means you can't run any mission that adjusts your standings, but having a tower, is that such a big cost for it?
8.0 standings won't help btw, they don't let you anchor in systems above a 0.7 sec status. At least, not yet. |
Potions Master
GearBunny
0
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Posted - 2014.04.07 00:04:00 -
[2] - Quote
Promiscuous Female wrote: *warms up bullshit engines*
the capsuleers discovered a new way to increase ore yield but it uses caustic chemicals and/or dangerous, fatal techniques
fortunately capsuleers are immortal so they don't give a crap but the empires are like "naw dude naw"
My theory is sleeper refineries were discovered that were far more efficient, but that the scientists don't know how to get all the materiel out of everything yet. They've been using them since they discovered them shortly after and have been using the extra yields on ore to 'subsidize' reprocessing non-ores/ices. The law enforcing that subsidy has now been removed because those extra materials are needed to rebuild empire navies in preparation for 'something'
Or:
Capsuleers in nullsec discovered that their refineries had this extra capacity and that the refinery techs were pocketing the extra amounts. They spammed their revelation all over Galnet... Forcing the empires to reveal that they have been using the materials beyond '100%' all along for various projects 'we didn't need to know about.' I mean honestly, they really like you so much they stop taxing you? They've had this extra 14% we didn't know about the whole time.
Sleeper refineries might explain the scrap metal nerf. It just doesn't work on stuff we've built because their tech doesn't recognize those items. Unfortunately, you can only have one or the other and the new is so much more efficient on ores and ices that they consider this an acceptable loss. Hence the release of ore compression into highsec finally. But over time (as they balance the material composition of items) we will start getting better results (as we're able to refine meta gear for more material) In a few years, they'll master this stuff, right? |
Potions Master
GearBunny
0
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Posted - 2014.04.07 08:08:00 -
[3] - Quote
Kiyat, this change doesn't force you to move anywhere. If anything, it gives even more options on how to utilize resources exactly where you are at. Sure, it does require some extra training and a different way of thinking... and perhaps some working on faction standings, but there's going to be a fair bit more variety to the miner/producer way of living.
The only thing I worry about is how the market will speculate itself in the weeks leading up to the expansion... |
Potions Master
GearBunny
0
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Posted - 2014.04.07 18:58:00 -
[4] - Quote
Mineral compression isn't going away completely. Instead of 425mm guns or gas harvesters or whatever, it's going to be compressed ore.
As for the refining situation, they could put up a refining death star (small or medium tower with lots of guns and the intense refining module) whenever needed and then warp the refined material to station or directly into a component assembly arrays. They'll still be getting more minerals than they used to from stations (since they increased ore mineral content so that the new 72% = old 100% and they'll be getting 78% from the intense refinery...)
Also, I thought the point of EVE was to shoot things, so are you saying that's a bad thing? No risk, no isk. And what's really at risk here? A tower that's costing you time or isk (fuel blocks) and a refining module (which will probably get cheaper as it will get a bump in production as it will be in demand) in the bare bones configuration, some additional guns or ecm if you decide to arm it. Compared to the profit, is this a reasonable risk? For the cost of a jump freighter (which you'll probably use for this) you can probably buy more than 10 of these towers... |
Potions Master
GearBunny
0
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Posted - 2014.04.07 19:04:00 -
[5] - Quote
As for the ore volumes...
100 Raw Ore = 1 Compressed ore = smaller in most cases.
Mercoxit has always been an overly dense ore and easier to transport as morphite. We used to mine 20k of it with every medium belt and it was pretty much always converted into morphite for transport. If you have the refining array right at your tower, you'll refine it on the spot. If not, you'll compress and take it off to a minmatar station. Compressed ore is just an intermediate state to shrink it from it's raw ore volume to an easier to manage size. Nothing says that the compressed block's m3 has to be less than what it refines into, does it?
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Potions Master
GearBunny
0
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Posted - 2014.04.07 19:09:00 -
[6] - Quote
Benny Ohu wrote:Electra GaafCramo wrote:Btw, any logic behind those pesky 0.0 stations having reprocessing technology superior to the empires?
GG CCP....your game was once fun, back when you realized that this game is more than a battle between a handfull of alliances. yep it's totally contradictory to all that fluff about the capsuleers being incredibly incredibly rich resourceful ambitous and powerful, as gods to mortal humans, augmentative science brought to its greatest extreme allowing pursuit of unimaginable wealth, threatening the stability of the four empires
We're taking over the world! |
Potions Master
GearBunny
1
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Posted - 2014.04.07 22:13:00 -
[7] - Quote
I think the wormhole guys are getting more than everyone else. For those of us who live and build in our towers, this is going to remove one of the most annoying steps in the process of converting ore to sellable goods. Now instead of having to haul everything to station to refine, then haul all the materials back to the tower, I'll just mine straight into my tower refining array and build right there. I also appreciate the fact that I can now make fuel blocks for the tower much easier. That was something I missed when they switched over to the blocks, just being able to throw the PI right in with the refined ice product.
Even if I had to refine in station, it's pretty much the same amounts as before, so I don't see what the big deal is and why folks are screaming that it's going to be a huge nerf. Sure, you can't reprocess the 425's anymore, but out in concord-less space you'll be pulling more minerals out of the ore than empire one way or another (whether by intense refining arrays or upgraded outposts) All the ore and minerals that used to go into building those 425's is going to be heading to the market or being put into other things now too.
Now all they have to do is tell us they're going to increase the mineral content of meta modules to being higher than the meta0 modules and the mission runners dilemma will be mostly solved. Right? |
Potions Master
GearBunny
2
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Posted - 2014.04.09 21:52:00 -
[8] - Quote
Gallente/Caldari/Amarr refining max: 57% vs Minmatar refining max: 60%
At the end of the day, taking a 3% loss to not have to jump the minerals from the minmatar station to the other stations might be just the cost of doing business. (Do note the cost of upgrading any station to it's max refine is going to create some headaches and take awhile, but are probably underway as we speak.)
Minmatar stations will reach the 57% level much cheaper, so they will probably still be dropped in places where high volumes of ore/ice are. People will still use the manufacturing slots, and it may be to the owner's benefit to install more of them instead of going to 60%.
In other words, there will be more reasons to upgrade a station to it's max potential and a lot more differences between outposts. We'll also be able to choose whether we mind spending a lot of jump fuel moving things between minmatar and amarr stations (or in system towers) to build things, or just refine in amarr and build, or jump it to the caldari where our bpo's are being researched, or gallente for the bonuses they have. Or just mine straight into our tower's refineries to build there. This is perhaps the most exciting thing about this expansion to me, it will alleviate a lot of hauling things around and give us more time to actually mine and build things. |
Potions Master
GearBunny
4
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Posted - 2014.04.11 21:57:00 -
[9] - Quote
Kijyat wrote:I already maxed the resource processing tree and built up 9+ faction with several npc corps to ensure I would get 100% refine regardless of the station percentage. With the dev change all of that is meaningless as long as I live in hi sec. Going from 100% to a max of 72% reprocessing/refining will kill my isk/hour. I run 4-8 missions a day and reprocess 99% of the modules. I also get paid to refine ores for other players. So yes I will lose my refining customers and take a huge hit on my module reprocessing all because null sec players need more players to kill.
Ores will also have increased amounts of materials in them, so you should not see any real difference in how much you refine in station. Did you miss that part of the change? The old 100% is 72% in the new scale, letting us get more minerals out of the same ore if we max the skills and get the implant and head for more risky environs. (Yes, a tower in highsec is more risky as it puts up a big flag saying 'wardec me' and requires an upkeep of fuel. Why not reward this with a few % better refining?)
So if you made 24m/hour (I think that's the max I've ever pulled in) mining Pyrox or Kernite, you'll still be making around 24m/hour mining Pyrox or Kernite after (+ or - a few percent depending on skills/implants).
If you have really worked up all those faction standings, surely you can put up a tower as well and enjoy being able to both compress and refine too right? If they manage to fix the refining module not taking skills into account, you might be able to do even better with those, without ever leaving empire.
I think the only question still remaining is whether they want to add a compression service to stations or something else like the Orca / Miasmos / Barges directly... I would certainly appreciate these features, and gankers might like it too as it might 'extend' how long people stay in the belts and increase the potential value of their cargo... (and give miners or haulers something else to do while waiting. The miasmos would be new player friendly as well...)
Or they could just rebuild mining from the ground up........... |
Potions Master
GearBunny
4
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Posted - 2014.04.11 21:59:00 -
[10] - Quote
I'll admit that the scrap metal change seems a bit extreme, but they can balance that by increasing the mineral content of meta1-4 back up to what it used to be, or increase it beyond. Also, extra materials can go away, letting us see exactly what we need in blueprints instead of having to add it all together to figure it out. |
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Potions Master
GearBunny
4
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Posted - 2014.04.26 16:24:00 -
[11] - Quote
Don't know if the thought crossed a dev's mind yet or not, but are you going to equalize all the high sec stations to 50% with this expansion? I can think of many that are 32%, 35%, 40%, etc... While I'm sure there are players who avoid these, some of them are also manufacturing and research facilities which will definitely become desireable for use following the other industry changes.
As for skills not effecting the compression array, the only thought I had is that it should be that you need to have level 1 in the appropriate reprocessing skill to compress an ore... but then I'm not complaining about this, it gives the young haulers something to do when they drop the ore off at the compression array :) |
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