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Commander Nikolas
Gallente Arcana Imperii Ltd. Sani Khal'Vecna
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Posted - 2006.12.01 01:24:00 -
[1]
Since Kali we have been in 0.0 NPCing pretty heavily trying to get a rig built. We immediatly purchased all the rigs BPOs, Salvager BPOs, etc...
After 2 days of this I have some information I would like to share. Basically here are our drop rates:
Brookka (officer spawn): 1 Rare Componant True Sansha Battleship: 0 Componants Normal NPC ships: 1 Componant per 10 wrecks Player Ships: 1 Componant per ship (T1/T2/Class dosen't seem to matter so far)
After 2 days of hard work from about 15 people we have roughly 200 componants. Not even half a rig worth, worse yet the drop rates varries per componant so we are already well aware we are even further from actually building a rig.
The individual componants seem to be popping up on market for roughly 1mil - 2mil per componant. Which seems pretty reasonable given the amount of time it takes to get them (if you were just killing the NPCs in the next belt instead of spending 10 minutes finding the lone componant in the belt you just killed you would make more!).
The bad news, rigs take between 300-600 componants to build per rig. Which means a *rough market price* of 450mil - 900mil.
Alot of us were really looking forward to having the chance to play with rigs... but it has become clear these will be a faction battleship & capital ship only module because of price.
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Xenny Lee
Minmatar The Splinter Syndicate SMASH Alliance
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Posted - 2006.12.01 01:29:00 -
[2]
Well for one, A)Its new and still being looked at... (thinking of lowering the prereqs to getting the salvage skill)
B) What skill lvl of Salvaging was this at?
C) Their are rigs that would improve your salvaging encouraging that you actually have a salvage ship and not just fit a salvage mod on your favorite ratting ship.
and lastly 200 components of mixed types is enough for alot of the rigs.
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Kaven Kantrix
Two Brothers Mining Corp. Ascendant Frontier
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Posted - 2006.12.01 01:36:00 -
[3]
What method did you use to do salvaging?
Did you just have an industrial with 1 salvager module, or did you use a destroyer with 8 salvagers?
I have seen rumors say that more salvage modules increases the chance of you getting stuff, but no direct evidence. Please, enlightnen us to your methods.
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Commander Nikolas
Gallente Arcana Imperii Ltd. Sani Khal'Vecna
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Posted - 2006.12.01 01:39:00 -
[4]
Skill lvls 1-3 (we started immediatly after the server came up)
We used ships with all the high slots full of Salvagers (to speed it up). I don't see the Salvaging Rig helping that much.
Reducing the skill to use the Salvager will help let more people start salvaging, which will help get more materials on the market... but people won't waste their time unless they are getting paid for it (so I don't see prices dropping).
Those are pretty minor changes that will slightly increase the number of salvaged componants but I don't see any of that effecting prices.
Right now if you tripled the amount of componants that were dropped by each ship it would still take eternity + a few days for our corp to get rigs on the ships we had hoped to rig out in Kali (our HACs, Recons, Cov-Ops, Tier 3 BS... etc).
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Durethia
Nubs. Anarchy Empire
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Posted - 2006.12.01 01:50:00 -
[5]
Well, to touch on the rigs....
I would like to point out what seems to be rather unreasonable drawbacks for placing a rig on a ship.
For example:
It seems, at least for the Deimos issues, that I was right all along. That Tuxford refuses to ungimp this ship, or even make it marginally useful when compared along side other HACs. So, ALL Deimos pilots, and even non-pilots all have been screaming for years, literally years for this ship to be ungimped. We need MUCH more powergrid, and much more agility.
Tuxford finally gave the Deimos a negligable powergrid boost. Only 90PG added to the base powergrid. Undeniably, 90PG is more than 0PG, but 90PG doesn't render ANY change in ship setup. None. And the reality of this becomes even more apparent once you log into Kali and look at new options. And here lay the ONLY reason Tuxford gave the Deimos a little bit more powergrid....
ALL HYBRID RIGS come at a cost of POWERGRID. OK, before Kali, one might argue "Oh, I can replace the named/faction MWD for a T2 MWD? Little better speed... it's T2, nice!". But you still can't, or never will be able to swap the Small NOS with a Medium one, while all other HACs/BCs are flying around with oversized modules (Large Shield Extenders, 1600mm Plates...)
The Deimos, being a HAC, only has TWO rig slots. What the hell is that? How much powergrid my guns will all of a sudden take if I fit a damage modifying rig to my Deimos? Will I have to remove the T2 MWD for a Y-T8 again?
Tuxford f*cked the Deimos pilots of EVE again. He found grand opportunity to play a publicity/marketing joke on the community... "Deimos powergrid increase to 950MW and CPU increase to 350"... but he KNEW that wouldn't come close to addressing our issues, even if Kali hadn't rolled by. Now we have Kali, Deimos pilots ARE UNABLE to garner ANY benefit of rigs, if they hope for ANY reasonable change to their ships. I am sure the damage rigs are NOT sufficient, they aren't going to give the Deimos a 15+ damage modifier which would be needed to compensate for all the other gimp'ings of the ship itself.
The only thing Deimos pilots got out of this whole ordeal, is the possibility of fitting a rig to their ship, with the same fit they have had since Exodus.
The Deimos is gimped so badly, that no other rigs are beneficial except for a damage modifying one. Better cap rigs? At a cost to speed? The Deimos doesn't have enough speed as it is! Better agility, at a cost to armor? The Deimos is the only HAC that can NOT fit oversized tanking modules in a combat fit, can't fit a plate, can't even fit dual tanking modules like some Cerbs with dual shield extenders.... we can't afford to sacrifice an ounze of armor, or speed. We could sacrifice shield... maybe... but we aren't caldari.
Jerry rig your ship.... yeah... sounds so fitting, even in connotation. I think the rigs need to be reconsidered... and I'll continue voicing my opinion and advocacy in persuading Tuxford from making the Deimos useable.
Oh, and more inline with the original post... it's most disturbing that his salvaging efforts indicate that a rig might demand unreasonable cost. We already pay unreasonable prices for our HACs.
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Xenny Lee
Minmatar The Splinter Syndicate SMASH Alliance
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Posted - 2006.12.01 01:56:00 -
[6]
Originally by: Commander Nikolas Skill lvls 1-3 (we started immediatly after the server came up)
We used ships with all the high slots full of Salvagers (to speed it up). I don't see the Salvaging Rig helping that much.
Reducing the skill to use the Salvager will help let more people start salvaging, which will help get more materials on the market... but people won't waste their time unless they are getting paid for it (so I don't see prices dropping).
Those are pretty minor changes that will slightly increase the number of salvaged componants but I don't see any of that effecting prices.
Right now if you tripled the amount of componants that were dropped by each ship it would still take eternity + a few days for our corp to get rigs on the ships we had hoped to rig out in Kali (our HACs, Recons, Cov-Ops, Tier 3 BS... etc).
Well seing how many of the rigs right now are kinda like how implants are in terms of benefit... ya you can be the one that doesnt use em but if people do the price of components is gonna go up to be right along side the price of the rigs.... (still thinking of a dual rep setup of doom :) )
as for Salvage rigs helping or not.... you start at 10% chance of getting something on NPC ships last I heard, +5 per salvaging skill which at 4 triples your base chance and its +10 per salvage rig...... Factor that into your numbers.
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Xenny Lee
Minmatar The Splinter Syndicate SMASH Alliance
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Posted - 2006.12.01 02:00:00 -
[7]
Go find a Deimos sucks post somewheres if your gonna put something that big... Didnt read past the first paragraph. This is a RIGS post.
It now has the powergrid to actually try and get some decent setups but in pvp it always WAS a wierd ship since everything a deimos can do a thorax can almost do but doesnt have an extra gun and T2 Kinetic and Thermal Res, but **** ton of people use Explosive so vs that Explosive Torp spewing raven ya it sucks!.
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Taizu Lilith
Minmatar Counterglow Kancho Unlimited
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Posted - 2006.12.01 02:09:00 -
[8]
The point is that if everyone and his brother has salvage abilities. Then there would be a huge influx of components, because people would be getting them like loot. And of course, people would be selling them, even something that sells for 50k is pretty good as far as single item loot goes.
So you have all these people missioning/etc, who don't have salvage abilities now (I know I don't, and I won't for a week). And they will be wanting to get more money, and so salvaging. And so there will be a decent supply. And yes, Rigs will probably be 20-200m per one.
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Durethia
Nubs. Anarchy Empire
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Posted - 2006.12.01 02:13:00 -
[9]
Originally by: Xenny Lee Go find a Deimos sucks post somewheres if your gonna put something that big... Didnt read past the first paragraph. This is a RIGS post.
It now has the powergrid to actually try and get some decent setups but in pvp it always WAS a wierd ship since everything a deimos can do a thorax can almost do but doesnt have an extra gun and T2 Kinetic and Thermal Res, but **** ton of people use Explosive so vs that Explosive Torp spewing raven ya it sucks!.
The post was about rigs. I just went in depth for my percpective and even a little history of it. In case you don't fly the Deimos. The post is about questioning rigs, and while I'm concerned with the specifics mentioned by the original post, I felt like sharing another little detail on why rigs need to be reconsidered (that and or, ships themselves).
Oh, the powergrid increase does not permit the Deimos to have a significant difference in options. So no, the PG increase does not allow the Deimos to better fit for PvP, it only allows you to upgrade the MWD to T2. Now, about the rigs... once you fit a rig, you probably can't keep that T2 MWD... hence my post. Apparently I was right with my assertion of Tuxfords deceptive marketing tactics, if you actually believe you can fit a Deimos any better than before.
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Deschenus Maximus
Amarr In Articulo Mortis
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Posted - 2006.12.01 02:29:00 -
[10]
This is just dumb. The whole point of rigs was to give the ability to have varied setups. How the hell are you going to do that when you consider how difficult it is to make them? The thing that I find the worst is that rig BPOs cost almost nothing, but yet can turn out great profits if things don't change. FOR THE EMPEROR!
The Fourth NtV (Noob to Vet) Lottery |
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.12.01 02:44:00 -
[11]
Where I the only one that saw this comming? Think it was obvious from the minute rigs where put on SiSi that they would be rare items you would only stuff like hacs and faction ships.
All the people whining so much about BC balance when all the ships they tested against had full rig setups... ---------------------------------------- A Guide to Scan Probing in Revelations |

Folstrum
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Posted - 2006.12.01 03:01:00 -
[12]
Quote:
Player Ships: 1 Componant per ship (T1/T2/Class dosen't seem to matter so far)
(...) The individual componants seem to be popping up on market for roughly 1mil - 2mil per componant
The bad news, rigs take between 300-600 componants to build per rig. Which means a *rough market price* of 450mil - 900mil.
I think an Executioner costs about, oh 80kish? And you can insure it.
It doesn't take a freaking rocket scientist now does it?
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Deschenus Maximus
Amarr In Articulo Mortis
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Posted - 2006.12.01 03:34:00 -
[13]
Here's something weird: when I salvaged player ships, all I got was one unit of Scrap Metal (yes, the standard scrap metal you get from some mission structures). ANybody else get this? FOR THE EMPEROR!
The Fourth NtV (Noob to Vet) Lottery |

Demonstheses
SPECTRE Ops
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Posted - 2006.12.01 05:57:00 -
[14]
Edited by: Demonstheses on 01/12/2006 05:58:07 To me the biggest let down is that from this post I understand that unless these prices change and the system changes my raven will never hit farther than 130km again. I thought rigs might change that fact but they can't at these unreasonable prices. Now my Raven is gimped not only by damage but by range. All the sniper ships can hit me at 200km+ for full damage and I am stuck with no more than 140km maximum. The worst part is that my skills all go to waste until this is fixed - all my skills have gone into Ravens and torpedo's for the last year and a half now. Please, please, please, fix it.
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AK Archangel
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Posted - 2006.12.01 08:55:00 -
[15]
I got alot of useless salvage component like Armor plates, Contaminated nanites etc after salvage Sansha ships. Useful components drop rate about 1 per 30-40 wrecks. Player ship after salvage all time give only 1 unit of Scrap metal .... so may be we need find hidden location with proper drop rate ?
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Sir Bart
Vendetta Underground Rule of Three
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Posted - 2006.12.01 08:57:00 -
[16]
Wow, sounds like they need to look at the building reqs for rigs, I was hoping the cost of rigs would be 5-30 mill. As it sounds, they will only be used in capital ships... and then only if the pilot is filthy stinkin rich.
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Nordvargr
GoonWaffe GoonSwarm
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Posted - 2006.12.01 09:14:00 -
[17]
Originally by: Demonstheses Edited by: Demonstheses on 01/12/2006 05:58:07 To me the biggest let down is that from this post I understand that unless these prices change and the system changes my raven will never hit farther than 130km again. I thought rigs might change that fact but they can't at these unreasonable prices. Now my Raven is gimped not only by damage but by range. All the sniper ships can hit me at 200km+ for full damage and I am stuck with no more than 140km maximum. The worst part is that my skills all go to waste until this is fixed - all my skills have gone into Ravens and torpedo's for the last year and a half now. Please, please, please, fix it.
You want your torps to hit as far as sniping battleships? You have cruise missiles to do this, torps are a shorter range higher damage weapon, you don't see gallente complaining that their blasters can't hit out to 200+km now do you?
But if it's an reassurance your year and a half of specializing in long range torps is a waste whether or not CCP fixes rig prices because even in the laggiest conditions no one is going to sit still for the time it takes torps to travel 200km to hit them.
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velocoraptor
Gallente Art of War Anarchy Empire
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Posted - 2006.12.01 09:45:00 -
[18]
Haven't had that much experience with rigs.... well, couldn't get on sissy, so it's only what i see in market atm, but it does seem to me that rigs' PENALTIES are a bit of a problem atm. In general Caldari get good rigs with penalties they don't rly care about (e.g. armor penalty), while Gallente get good rigs with penalties they DO care about (e.g. speed penalty).
This is not a whine (my other char is caldari and I use both, so I couldn't care less if this IS actually Caldari online ), but still it seems that rigs and specially their penalties COULD use some tweaking.
Just my 2 iskies...
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Zar Dim
Minmatar Anus Horriblis
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Posted - 2006.12.01 10:04:00 -
[19]
From my experience with salvaging... I do a lot of missions and sometimes i salvage wrecks.
Angels - a lot of components after salvaging, i think every 3rd wreck or even every 2nd contains something. Especially BCs and BSs.
Mercs - NO components at all. And i do mean it, i was unable to find even single one.
Given this facts i suppose modules drop table are bugged right now. Hopefully it will be fixed soon.
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Rafein
Eye of God Axiom Empire
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Posted - 2006.12.01 10:12:00 -
[20]
I just wish they would change 2 things with salvaging.
1. Salvage always works. You run the salvage module on a wreck, the wreck disappears. Done. No more running a salvager 1 on a wreck, failing 5-6 times before you finally get it to work, and find there was nothing salvagable.
2. Skills affect the yield, not the success chance. So at level 5, you can get more components than at level 1. Still will be a random roll, but having the ability to obtain more components is worthwhile.
See, I think the thing CCP has to remember is RIGs are implants for ships. Ships die. A LOT. A LOT more often than pods. Hence, rigs should not take groups a week to be able to make one rig.
With their current salvaging, rigs are really only worth it to Missionrunner, as their ships are rarely destroyed. PvPers will want them, but a bag gate jump, or a bit of lag, and your weeks of farming the components for it is gone.
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slothe
Caldari Forsaken Empire
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Posted - 2006.12.01 10:22:00 -
[21]
i think its too early to whinge about rigs like this, we need to see how it pans out.
and dare i say it -rigs, like t2 ships, should be rare.
Before complaining about any ship try flying Minmatar |

TJ Balboa
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Posted - 2006.12.01 10:28:00 -
[22]
Hello,
1. You people must surly be insane?
2. I need to say that in my opinion rigs are super powerful and fun.
3. After two level 3 missions I got 69 components so you guys must do something wrong. (Had 1 salvager and current skill level is at 3, took time but noticed a big difference with each skill level)
4. Most blueprints I have looked on require about 200 components. Like capacitor control circuit 1 require 216 components.
5. People will want rigs because they are powerful. So some rich people will always buy them at insane prices. People buy hacs for crist sakes!(a Capacitor control circuit is as good as a cap recharger 2 without grid and cpu needs or slot!)
6. Because everyone can build tech 1 rigs if they want and everyone can salvage, people will be drawed to this new potential profit like flies = more componants, more builders = cheap rigs for you and me.
7. I have seen people say that rigs suck that they cant fit a full rack of large neutron blasters and hybrid rigs. well boho. Look at different rigs then and things your ship most and what you can't sacrifice without regrets. I try and think ow I can free up slots that are 'wasted' with boring mods.
Always wanted one more Magnetic field stab because you think more tracking is more important then 10-5% less speed? Fit a armour resist rig and free up a low slot. Angry at the Scorpion and want your ew better? Fit a eletronic superiority rig for some shield hp you don't use anyway.
Or you can always fit the awesome engergy grid rigs with no drawbacks.
No more mapcs on taranis or any frig for that matter. Crazy passive shield tanks. Armour tanking super EW domis.. and the list goes on. Rigs are sweet. 4. most blueprints I have looked on require about 200 components. Like capacitor control circuit 1 require 216 components.
5. People will want rigs because they are powerful. And some rich people will buy them at insane prises (a capacitor control circuit is as good as a cap recharger 2 without grid and cpu needs or slot!)
6. Because everyone can build tech 1 rigs if they want and there will always be a demand = profit for builders and cheap rigs for you and me.
7. I have seen people say that rigs suck that they cant fit a full rack of large neutron blasters and hybrid rigs. well boho.
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Majutsu
Caldari S.Y.N.D
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Posted - 2006.12.01 10:48:00 -
[23]
They were always going to be very expensive.
The thought of adding 3 -25% recharge time units to my passive tanked Drake is actually a little scary.
I'm still a noob with basic skills but even for me I have a 14.5k HP shield with a reharge time of about 450 secs.
3 shield recharger rig 2's could bring that down to about 190 seconds, thats a passive recharge of 183 units a second. 
Might not sound that impressive to some people, it sure does to me, especially as the bulk of my shield skills are 3's and 4's.
Quite simply these rigs have to be expensive, it won't be any good for the game for them to be cheap and widespread.
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Pan Crastus
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Posted - 2006.12.01 11:12:00 -
[24]
Meh just wait for the macro salvagers to tackle this. :-/
(mission runners and NPCers won't bother with salvaging, it's just too tedious for too little reward)
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Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.12.01 11:16:00 -
[25]
about rigs and salvaging I can only say this:
atm it's unviable since you need to kill like 1000 npc's just to get arround the number of components you need.
each rig requires between 200 to 500 components, some more rarer than others.
salvage skill does not increase chance of getting components, it just makes it faster. Also I have noticed that the bigger the wreck, the longer it takes to salvage.
solution? either increase the number of components that get salvaged per wreck, or decrease the number of components needed to build a rig.
I prefer the increase of components since it's pretty "err" that a frigate wreck can yield 1 or 2 components, and on the other hand a battleship, that is harder to salvage yields 0. -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons 
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Madcat Adams
Mission Runners Anonymous Incorporated
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Posted - 2006.12.01 11:33:00 -
[26]
Personally the rig aspect seems very intersting, if a little involved. Once the skill reduction hits Tuesday, will finish fitting my salvage destoyer, and storing up parts for personal use. After more compents get on the market, prices should stabalize to something resonable. Rigs themselves will likely stay at the +10 million range which is fine with me. If everything in the game short of shuttles was packed full of rigs, would take some of the specialization out of it.
And as far as drawbacks, keep in mind some can be countered with other rigs. My Harbinger will likely get a +cap gen rig, a grid rig, and a lazer rof rig. Hence the negative is cancelled out. To best enhance the ship requires a combination, rigs aren't just a bunch of free bonuses.
It's great being Amarr, ain't it?
Aimez- "oh ****, this is empire......."
Thanks for the loot, and next time you go out to pirate, carry more tech 2 plz =) |

Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.12.01 11:36:00 -
[27]
Originally by: Madcat Adams And as far as drawbacks, keep in mind some can be countered with other rigs. My Harbinger will likely get a +cap gen rig, a grid rig, and a lazer rof rig. Hence the negative is cancelled out. To best enhance the ship requires a combination, rigs aren't just a bunch of free bonuses.
also add the fact that the skills reduce the rigs drawbacks. -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons 
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MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2006.12.01 11:42:00 -
[28]
Would be nice to see some feedback from mission runners. Obviously they will kill a lot more NPCs than 0.0 raters.
*guy being attacked by a pirat in a complex
Originally by: Noluck Ned *Notify* Concord is on their way to help you, just hang in there, they are waiting for the gatekeeper to respawn
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Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.12.01 11:45:00 -
[29]
Originally by: MrRookie Would be nice to see some feedback from mission runners. Obviously they will kill a lot more NPCs than 0.0 raters.
my feedback is from mission running -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons 
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Zar Dim
Minmatar Anus Horriblis
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Posted - 2006.12.01 11:52:00 -
[30]
You need to kill and salvage 800-1200 NPCs to build a rig. This number could increase cause there is no guarantee that you'll get required components.
To be honest that's a lot of time for 1 single rig. Supposeing you are using 2 salvaging modules with 20% success. you'll spend 2 cycles in average to salvage a wreck. so 20 secs on 1200 NPCs... 400 mins or 6.5 hours to build one rig.
Now experienced mission runners do AT LEAST 10 mil/hour. So imaging how much rigs will cost.
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