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Thread Statistics | Show CCP posts - 3 post(s) |

penifSMASH
ElitistOps Pandemic Legion
335
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Posted - 2014.03.24 14:31:00 -
[91] - Quote
Ave Kathrina wrote:Lowsec cap builder here.
I see the TLDR here being that caps will be built in null at a cost which will consume most/all of my margin and then be jumped into low for sale.
Making my main activity in Eve no longer really worth the bother.
Fair enough then I guess.
I don't understand why you nerds are crying about null with regard to these changes.
Most sov null refineries are already level 1 upgraded at the moment, so upgrading to level 3 ends up costing approx 42b isk. That doesn't include the opportunity cost of the logistics required to move 42b isk of freighters from low to null. Of course, not that many refineries across of all of EVE will end up upgrading to level 3. This is not just because of the prohibitive cost and effort of having to upgrade a station, but also because sov in null is constantly changing hands. Look at the Verite influence map from a year ago and the map is VERY different. The large majority of stations in sov space are simply not worth upgrading because of its region's volatility.
And if you are upgrading stations, you will only upgrade a few meaning that industry will be focused in those few singular systems. That will essentially paint a giant bullseye on them for attack or harrassment. And then it will take something like 6 months minimum for the sov holder to earn back the investment he made into upgrading said stations. That is an ETERNITY in Eve, especially in the sov game.
Assuming ALL THAT goes swimmingly well and without a hitch, the cap builder will need to have decided to move his production line from low-sec to sov space. Let's take a look at the extra logistics required -- extra fuel for more JF jumps, fuel for moving the capitals from null to low in order to sell them, clone costs for pod jumping your characters back to null for every cap you have to move, POS fuel for building the caps because refineries only have 5 build slots, and probably at least 2 extra cyno alts required to do everything. All this doesn't include the opportunity cost of the time spent doing everything -- such as moving the JF all the way to null or having to make a ton of freighter trips to your building POS from station with your 20m m3 of minerals, because if you do decide to build regular caps in null you have to do it on a scale large enough to make it worthwhile.
Of course if you are building on such a scale that expending all that effort gives you worthwhile margins over the generic low-sec cap builder, then your production business is large enough where you won't bother with crappy margins on overproduced Revs and Archons, and instead you're just going to go ahead and build supers.
But let's pretend for a second you're not some random pubbie idiot who is whining too much, and that low-sec capital building will take a huge hit. Building capitals in low-sec is so laughably easy in its current form. The entry barrier is so low that margins on capital hulls have become so small as everyone and his brother has invested in a capital BPO set and found a nice quiet station in low-sec with 50 unused build slots. The only actual change we'll see to low-sec building is lots of medium POSes with refining arrays popping up and possibly a slight increase in hull prices. If anything, CCP hasn't gone far enough in boosting null industry. |

Tau Cabalander
Retirement Retreat Working Stiffs
3310
|
Posted - 2014.03.24 17:23:00 -
[92] - Quote
Gilbaron wrote:my spreadsheet shows how much ore you need to refine in order to get your investment in the different kinds of refinery upgrades and outposts back. you need to factor in the other upgrade options you have if you want to decide which outpost you actually want to build. I always wanted to see outpost related costs, just for curiosity, but am too lazy to build a sheet for it as I enter my prices manually, and a lot of materials go into these items.
Do you have sheets that cover platform cost + material costs, and upgrade cost + material costs, to generate your sheet? |

Querns
GBS Logistics and Fives Support Goonswarm Federation
242
|
Posted - 2014.03.24 19:24:00 -
[93] - Quote
Darryn Lowe wrote:OK, since I've only ever been a lowly High Sec miner and therefore without the privilege of a Rorqual or POS actually can someone please explain to me the benefit of compression? I'm picking it's because of the obvious compressing allows more in one area yeah?
What skills are needed for compression then if these changes are going to allow the possibility of high sec POS without jumping through hoops? I'd like to get a jump on. :-) After the change, compressing your ore means it will take up less space than what the ore would yield via reprocessing. This makes it easier to move to market. Because highsec will be at a disadvantage compared to low/nullsec for reprocessing, the smart highsec miner can and should sell compressed ore on the market, because those with the skills and the wherewithal to reprocess at the higher rates will be able to pay more for the ore than you would earn from refining it yourself.
It's a bit of a change from how things are now, but I feel like the smart miners will start doing business this way post-patch. Everyone wins. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1252
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Posted - 2014.03.24 20:04:00 -
[94] - Quote
Tau Cabalander wrote:Gilbaron wrote:my spreadsheet shows how much ore you need to refine in order to get your investment in the different kinds of refinery upgrades and outposts back. you need to factor in the other upgrade options you have if you want to decide which outpost you actually want to build. I always wanted to see outpost related costs, just for curiosity, but am too lazy to build a sheet for it as I enter my prices manually, and a lot of materials go into these items. Do you have sheets that cover platform cost + material costs, and upgrade cost + material costs, to generate your sheet?
i was to lazy to do something exact so i used rounded estimates based on the material (taken from chruker) which i just entered into evepraisal
Outpost Egg: 22b
Upgrading the slots: (Total - NPC Sellorder - Material)
T14,400,000,0003,600,000,000800,000,000 T213,600,000,0007,200,000,0002,000,000,000 T332,000,000,00014,400,000,0004,000,000,000
The Upgrades themselves (Total - Latest Upgrade) T11,300,000,0001,300,000,000 T23,900,000,0002,600,000,000 T39,100,000,0005,200,000,000
Note, the material varies between factions, so the end price may vary by maybe 3b. Upgrades in a faction all cost the same. GRRR Goons |

Tau Cabalander
Retirement Retreat Working Stiffs
3311
|
Posted - 2014.03.24 20:32:00 -
[95] - Quote
Gilbaron wrote:Tau Cabalander wrote:Do you have sheets that cover platform cost + material costs, and upgrade cost + material costs, to generate your sheet? i was to lazy to do something exact so i used rounded estimates based on the material (taken from chruker) which i just entered into evepraisal I never noticed before that Chruker had that info. Thanks! |

Nevyn Auscent
Broke Sauce
1167
|
Posted - 2014.03.24 23:47:00 -
[96] - Quote
Except your statement is given to be a blatant lie. As one of the above posters proved that as a single character using a mere 10 lines he would make the entire cost of upgrading the outpost back in three months ON HIS OWN. Given that if you set a Minmatar Outpost up right next to an Amarr outpost you can have several hundred lines, though yes, you do have some risk in moving that material, or you can use an Amarr Outpost with upgraded refinery for about half the extra yield but right in station favilities, we are talking mere weeks for the investment to be recouped purely by manufacturers using the stations.
Of course you can then add in the extra export bonuses from high ends which you can sell at the same price and make nearly 20% extra profit by doing so, and it gets even shorter.
Quite simply, the initial capital investment into an outpost is negligible for a large coalition and will simply create null vast amounts of extra wealth if actually used properly.
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Emiko Rowna
Aliastra Gallente Federation
7
|
Posted - 2014.03.25 04:41:00 -
[97] - Quote
If you have the maxed skills, the needed reputation, a %50 station and the +4 implant think of it this way.
Before the change = 32 degrees Fahrenheit After the change = 0 degrees Celsius
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Nevyn Auscent
Broke Sauce
1169
|
Posted - 2014.03.25 05:09:00 -
[98] - Quote
Emiko Rowna wrote:If you have the maxed skills, the needed reputation, a %50 station and the +4 implant think of it this way.
Before the change = 32 degrees Fahrenheit After the change = 0 degrees Celsius
Except that isn't really true. It is in absolutes, but not in relatives. And relative production is how efficiency is dictated. And relatively Null can get nearly 20% more refining. Despite their years of how they couldn't compete with a 2% difference in yield, they are now crowing about how 20% extra yield is 'fair' So, pretty much, if Null can be bothered they can destroy every single high sec industrialist. The only reason this won't happen is if Null can't be bothered. |

Rowells
Unknown Soldiers Fidelas Constans
342
|
Posted - 2014.03.25 06:09:00 -
[99] - Quote
H3llHound wrote:You get the bpo's refunded and its done in the right-click menu. I meant the interface itself without using bpo's. Unless that's what you meant by the right click menu. |

Emiko Rowna
Aliastra Gallente Federation
7
|
Posted - 2014.03.25 06:53:00 -
[100] - Quote
On the Reprocessing Arrays can we get the reprocessing yield looked at again? Currently it looks like the numbers are at 52% and 54% which does not really create the incentive. If those numbers were 54% and 58% the incentive would be there and help to close the gap with Null.
Even 53% and 56% would help.
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Rashnu Gorbani
Federal Navy Academy Gallente Federation
23
|
Posted - 2014.03.25 11:08:00 -
[101] - Quote
Basically the 2 things I do (or want to do) will be nerfed - low sec cap building - reprocessing loot
If I understand correctly this is mainly a miner buff. Like we didn't have enough bots for this kind of activity already. |

Crynsos Cealion
Matari Munitions The Obsidian Front
9
|
Posted - 2014.03.25 14:56:00 -
[102] - Quote
This has been probably already posted before, but how about increasing the mineral output of ores a bit more in general to compensate for the loss of mission loot reprocessing? From what I hear, this is making up a fair amount of minerals in highsec aside from mining, especially the higher grade ones. |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
510
|
Posted - 2014.03.25 15:26:00 -
[103] - Quote
Emiko Rowna wrote:On the Reprocessing Arrays can we get the reprocessing yield looked at again? Currently it looks like the numbers are at 52% and 54% which does not really create the incentive. If those numbers were 54% and 58% the incentive would be there and help to close the gap with Null.
Even 53% and 56% would help.
Wait, now I'm confused.
Until now I assumed that refinery quality went from High-Sec (50%) > POS (52/54%) > Outpost (60%).
But the POS figure is a fixed number, right? So the 54% is the max yield, regardless of skills? While High Sec gets a max of 72,4%. So that means the POS is still crap to reprocess at or am I understanding this wrong? My YouTube Channel - EVE Tutorials & other game related things! |

Gilbaron
Free-Space-Ranger Nulli Secunda
1252
|
Posted - 2014.03.25 15:31:00 -
[104] - Quote
he has a few points
i completely ignored logistic costs, both for building the outpost and for transporting the ore. i also would never be able to actually make the investment on my own. plus i used MATERIAL worth 150b, not ore for 150b. the numbers i brought up are for ore that is already in the station and is made into end products that are sold there. if you want a complete calculation you need to add a lot more variables in the calculation.
there is going to be a margin of 14.4% between an NPC refinery and a perfect minmatar one. those 14.4% need to be split into logistic cost, paying for the upgrade itself (probably via tax), rent, and a bunch of other costs. in the end, there will be a margin, a small one yes, but a margin that is only there in null for the first time in 10 years. we will see if it's big enough, there is plenty of room to expand it if it's not.
Quote:If anything, CCP hasn't gone far enough in boosting null industry.
i wonder what CCP has still not yet told us about.  GRRR Goons |

Marcus Iunius Brutus
NerdRage Inc.
22
|
Posted - 2014.03.25 15:52:00 -
[105] - Quote
TigerXtrm wrote:[quote=Emiko Rowna]Until now I assumed that refinery quality went from High-Sec (50%) > POS (52/54%) > Outpost (60%).
But the POS figure is a fixed number, right? So the 54% is the max yield, regardless of skills? While High Sec gets a max of 72,4%. So that means the POS is still crap to reprocess at or am I understanding this wrong?
No, POS will reprocess like you had max skills + implant, so max possible reprocessing for ore and ice will be: NPC station - 72.36% HS POS - 75.25% LS POS - 78.15% upgraded outpost - 86.83%
(probably) due to old POS code, POS will always yield max results regardless of skills and will be an obvious choice for all HS and LS areas. |

Emiko Rowna
Aliastra Gallente Federation
7
|
Posted - 2014.03.25 17:01:00 -
[106] - Quote
Marcus Iunius Brutus wrote:TigerXtrm wrote:[quote=Emiko Rowna]Until now I assumed that refinery quality went from High-Sec (50%) > POS (52/54%) > Outpost (60%).
But the POS figure is a fixed number, right? So the 54% is the max yield, regardless of skills? While High Sec gets a max of 72,4%. So that means the POS is still crap to reprocess at or am I understanding this wrong? No, POS will reprocess like you had max skills + implant, so max possible reprocessing for ore and ice will be: NPC station - 72.36% HS POS - 75.25% LS POS - 78.15% upgraded outpost - 86.83% (probably) due to old POS code, POS will always yield max results regardless of skills and will be an obvious choice for all HS and LS areas.
So you are saying a non skilled player will get max results from a POS? I did not know that and find it a bit odd.
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Gilbaron
Free-Space-Ranger Nulli Secunda
1252
|
Posted - 2014.03.25 18:05:00 -
[107] - Quote
Quote:So you are saying a non skilled player will get max results from a POS? I did not know that and find it a bit odd.
that is true, and yes, it's a bit odd GRRR Goons |

Elena Thiesant
Sun Micro Systems
1293
|
Posted - 2014.03.25 18:53:00 -
[108] - Quote
Emiko Rowna wrote:So you are saying a non skilled player will get max results from a POS? I did not know that and find it a bit odd.
I believe CCP Ytterbium's answer to that was "For now."
Probably due to the awful mess of POS code. I wonder which of the devs drew the short straw and gets to work on changing that.
|

Malcolm Lionel
The Ascended Fleet Intrepid Crossing
16
|
Posted - 2014.03.25 20:12:00 -
[109] - Quote
Vartan Sarkisian wrote:I did note the increase in yield, all that will do is fill the hold of your mining ships faster wouldn't it?
At the moment my skills are
Refining V Refining Efficiency IV Most Ores IV
So currently in high sec, in my 50% station with 6.67 standings, I get 100% refine, lovely, love it. Fair enough it is unbalanced and they want me to train some more in order to GÇ£earnGÇ¥ the right to perfect refine, only ill never get it.
I undock a retriever and fill 27000m3 of ore, post nerf it will just take less time to fill (yield bonus), I take it back to that station and currently I get 0% waste, post nerf my wastage is 27.6% with those same skills all trained to V because they only give me 72.4 refine, and this is even if I have made that commitment and trained everything to V
So IGÇÖve put in the effort, IGÇÖve trained everything to V and am rewarded with a refine rate that is less than if I have everything trained to I currently. I shouldn't have to use an implant to bump that up a little further.
Ill admit I know nothing about compression, and I may have this wrong, but even if I have compressed ore, I still have to refine it donGÇÖt I, and id still be subject to getting only 72.4% out of it. ItGÇÖs just the ore doesnGÇÖt take up as much space to take it to the place you want to refine it? Actually you can just put up a PoS with a intensive refining array and get max skills. CCP can't code starbase code so the module like magic will just assume you have max skills. The player doesn't really mater. 1.5 billion a year starbase operation > 7.5 billion in plex worth of training. Infact you won't even break even from training all those skills compared to the time opertunity of just running a starbase in high sec for almost 5 YEARS.
Pretty messed up Imo.
Pro Tip: The best way to do it would just to use a trial account with your 21 day trial, make them your master refiner, they will do just as good at a PoS and you'll be set!!! |

Emiko Rowna
Aliastra Gallente Federation
7
|
Posted - 2014.03.25 20:17:00 -
[110] - Quote
I think they are going to do an end run around the POS problem by simply creating a new POS system alongside the old one. They will use the new deployable system and just give us something new to replace the current POS system. Once that is in place the old POS system will start to go away. First from loot and the market and then they will make the new system so good the changeover will be a no brainer.
Why work so hard to fix it when you can just replace it with something new build from the ground up to work this time? |
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Zetaomega333
HIFI INDUSTRIAL The Kadeshi
59
|
Posted - 2014.03.26 09:00:00 -
[111] - Quote
Can i ask what the point is of making the max refine 86%. A percent is based on 100% being the highest you can go so would that not make 86% 100%? Why change it from its current method, all its going to do is show people **** they arnt getting from refining and taunt them. I really dont understand this move. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2962
|
Posted - 2014.03.26 10:44:00 -
[112] - Quote
Zetaomega333 wrote:Can i ask what the point is of making the max refine 86%. A percent is based on 100% being the highest you can go so would that not make 86% 100%? Why change it from its current method, all its going to do is show people **** they arnt getting from refining and taunt them. I really dont understand this move.
86% gives them wiggle room for future improvements without rebasing everything down. Steve Ronuken for CSM 9! https://forums.eveonline.com/default.aspx?g=posts&m=4236322 http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Zetaomega333
HIFI INDUSTRIAL The Kadeshi
59
|
Posted - 2014.03.26 11:18:00 -
[113] - Quote
Steve Ronuken wrote:Zetaomega333 wrote:Can i ask what the point is of making the max refine 86%. A percent is based on 100% being the highest you can go so would that not make 86% 100%? Why change it from its current method, all its going to do is show people **** they arnt getting from refining and taunt them. I really dont understand this move. 86% gives them wiggle room for future improvements without rebasing everything down.
With the current pain in the ass it is to upgrade a station and the ammount of isk that is required i really see the reprocessing changes also leading to an update on the cost and way to upgrade stations. As it is in nullsec it takes 6 freighter loads just with the upgrades and the platforms to get to tier 3. And thats not covering the immense amount of pi and minerals required as well so bringing the total to around 80 billion isk. If the fact that we cant reach 100% refine leaves wiggle room for future updates and with ccp saying they know the rorq needs more love i can see possibly the rorq becoming a mobile refinery able to push to 100% refine while seiged if the seige mod gives a bonus to refine skills while active. That would leave all miners happy, nullsec, lowsec, and whers, while pushing miners out of the saftey of empire for better profit. |

El 1974
Freedom For Fantasy The Unthinkables
132
|
Posted - 2014.03.26 14:45:00 -
[114] - Quote
Zetaomega333 wrote:Can i ask what the point is of making the max refine 86%. A percent is based on 100% being the highest you can go so would that not make 86% 100%? Why change it from its current method, all its going to do is show people **** they arnt getting from refining and taunt them. I really dont understand this move.
CCP Ytterbium wrote:There is one particular design problem with reprocessing: Currently you can reprocess at a perfect 100% rate uniformly across New Eden, regardless of system or station. As a result:
* It prevents us from giving low and null-security facilities some advantage: Player-built stations in null security space can only be, at their very best, equivalent with NPC stations that are spread all across New Eden. * Perfect refine reduces the incentive to train most reprocessing skills, since itGÇÖs possible to get to the cap without maximizing them all. As an indirect consequence, it discourages players specializing in this particular activity. * It limits a game designerGÇÖs ability to increase material composition on items when needed, as this would give players free stuff in the process. As an example, we were forced to add Extra Materials to most of the ships that have been through the Tiericide initiative (which by itself, added a lot of confusion for players engaged in Manufacturing). *It devalues the Rorqual and its compression facilities as a whole, since modules exist with better compression ratios.
The third point seems to be the most relevant why there is a 86% cap. CCP could move upto 14% of the material requirement from Extra materials to the normal materials. The fourth seems to indicate that CCP wants to make the Rorqual and its ability to compress ores more relevant by nerfing scrapping of modules which makes it inefficient to compress minerals by builiding Railguns.
Note that a lot of people are complaing about how skills do not affect refining in POSs and how the Rorqual is now less usefull as POSs can do the same thing, but we can expect CCP to be aware of this and adress these issues in a future update. Probably after we can finally open the door in our captains quarters (my great grandson might actually live to see that day happen). |

Shiloh Templeton
Center for Advanced Studies Gallente Federation
107
|
Posted - 2014.03.26 15:13:00 -
[115] - Quote
Do I understand these changes correctly?
1) High sec refining of ores will produce the equivalent current mineral yield "IF" all the refining skills have been trained to max or the refining is done in a properly configured POS.
2) Refining in a POS will have extra work/risk moving the ores & minerals compared to using a station because of capacity limitations.
3) This is primarily being done to encourage some industry to move from high-sec to null-sec where higher yields are possible.
4) Max yields will be less than 100% to give CCP flexibility to make future changes.
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Kijyat
InterSun Freelance Ishuk-Raata Enforcement Directive
1
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Posted - 2014.03.26 15:27:00 -
[116] - Quote
If it isn't broke don't fix it...
The way I read the dev statement CCP there are three reasons why they want to change the refining percentages.
1. Low and Null sec need refining advantages over Hi sec. Why? Reprocessing is a click of a button. I dont see the risk versus factor.
2. The Roqual is not competitive. So instead of fixing the Roqual to make it more competitive, CCP has chosen to reduce all the refining in the entire EVE universe to in order to help push the Roqual.
3. Players can get perfect refine without maxing skills/faction. While I agree this needs to be fixed, making it impossible to ever get 100% is ridiculous and the jedi mind trick of increasing the amount of ore refined to make it seem like players are getting 100% isn't working. Besides the reduction of waste factor there isnt any other reason for players to spend the time to get skills to level V.
In fact many skills in the game dont provide anything at level V. In my opinion this is what you should be working on. Give players a reason to max out their skills. |

Gizznitt Malikite
Agony Unleashed Agony Empire
3761
|
Posted - 2014.03.26 15:49:00 -
[117] - Quote
Kijyat wrote:If it isn't broke don't fix it...
Perfect Refine at all Highsec stations is broken from a game balance POV.
Kijyat wrote: The way I read the dev statement CCP there are three reasons why they want to change the refining percentages.
1. Low and Null sec need refining advantages over Hi sec. Why? Reprocessing is a click of a button. I dont see the risk versus factor.
a.) To incentive moving your base of operations out of highsec. b.) To offset the transportation costs when you have to move stuff from low/null to highsec to sell en mass. c.) Nullsec Outposts have the chance of getting conquered, such that you lose access to all the materials within.
Kijyat wrote: 2. The Roqual is not competitive. So instead of fixing the Roqual to make it more competitive, CCP has chosen to reduce all the refining in the entire EVE universe to in order to help push the Roqual.
The refining changes are not made to boost the rorqual. Instead, boosting the rorqual is an intended side effect of the changes. They have blatantly stated they will rebalance the rorqual at some future date.
Ore compression makes more sense than mineral compression through module manufacturing. Since mineral compression is a very important component to capital, lowsec, and nullsec industry, it has major impacts on operations there. This change will also dramatically change the value of ore vs minerals, as we can no longer transform minerals back into an efficiently compressed form. This is a very interesting change.
Kijyat wrote: 3. Players can get perfect refine without maxing skills/faction. While I agree this needs to be fixed, making it impossible to ever get 100% is ridiculous and the jedi mind trick of increasing the amount of ore refined to make it seem like players are getting 100% isn't working. Besides the reduction of waste factor there isnt any other reason for players to spend the time to get skills to level V.
Why do we need 100% refine on items? This has hinder game design for quite some time. Have you noticed all the minerals in the "extra materials" section of just about ever de-tiered ship? They couldn't add it to the base materials (which are altered by ME levels) because of players abusing 100% refine to spawn minerals. Frankly, removing the 100% module refine is healthy for the game. It means meta modules will fall in price, be more available for invention, and create secondary market opportunities that are entirely there at the moment.
Ore's will effectively have the same (or better) refine rates they do today. Furthermore, they will become the stable for mineral compression. This is an excellent change.
Kijyat wrote: In fact many skills in the game dont provide anything at level V. In my opinion this is what you should be working on. Give players a reason to max out their skills.
This does give players a reason to max out their refining skills. |

Ginger Barbarella
Caldari Provisions Caldari State
1892
|
Posted - 2014.03.26 15:52:00 -
[118] - Quote
This is another bonus for nullies that I personally doubt they'll ever take advantage of (I'd love to see real, unwashed stats of whether nullies ever took advantage of the huge buff in industry they got a couple expansions ago).
And if CCP is so worried about the "balance" involving the Rorq, maybe they should make them available to be used in high sec. BALANCE it. But seriously, folks, how many Rorqs are REALLY being used actively in null/low, versus the popular ships being used in high?
Hey, CCP, how about focusing on fixing the plethora of bugs and long-time problem children (like POS), and no so much of Space Barbie crap and giving nullies even more benefits to their already serious advantages (risk running anoms in blue space? Like losing a ship to an NPC?)?
Just eliminate high sec. It's what you really want to do. Just do it. "Blow it all on Quafe and strippers." --- Sorlac |

Ginger Barbarella
Caldari Provisions Caldari State
1892
|
Posted - 2014.03.26 15:58:00 -
[119] - Quote
Gizznitt Malikite wrote:Kijyat wrote:If it isn't broke don't fix it...
Perfect Refine at all Highsec stations is broken from a game balance POV.
Logic would suggest that better industrial refinements and techniques (ie, real research and development into techniques and infrastructure) would be available in a high population, "safer" environment, versus always-at-war, high risk environments for any kind of sustained settlement. Why would high sec, being safer and more populous, NOT have higher-end industry and manufacturing techniques than those available in nearly-nomadic, unstable, dangerous environments like out on the edges of space?
The logic of giving higher refining advantages to remote, dangerous, unstable, and lowly populated regions without the advantage of the brightest minds of industry is just plain dumb. "Blow it all on Quafe and strippers." --- Sorlac |

Weaselior
GoonWaffe Goonswarm Federation
6778
|
Posted - 2014.03.26 16:06:00 -
[120] - Quote
Ginger Barbarella wrote:Gizznitt Malikite wrote:Kijyat wrote:If it isn't broke don't fix it...
Perfect Refine at all Highsec stations is broken from a game balance POV. Logic would suggest that better industrial refinements and techniques (ie, real research and development into techniques and infrastructure) would be available in a high population, "safer" environment, versus always-at-war, high risk environments for any kind of sustained settlement. Why would high sec, being safer and more populous, NOT have higher-end industry and manufacturing techniques than those available in nearly-nomadic, unstable, dangerous environments like out on the edges of space? The logic of giving higher refining advantages to remote, dangerous, unstable, and lowly populated regions without the advantage of the brightest minds of industry is just plain dumb. logic would suggest this is a game and your 'logic' should always take a back seat to good game design
also as anyone who has ever compared the highsec peasant with the null player has discovered, the null players are clearly brighter by orders of magnitude Head of the Goonswarm Economic Warfare Cabal Disadvantaged Persons Outreach Division:
"We hire one-half of the working class to kill the other half." |
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