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Drizit
Amarr
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Posted - 2007.05.26 10:30:00 -
[1]
At the moment, you often get "Your attempt to salvage failed" too many times, even with reasonable skills. With lvl5 salvaging and using 3 salvage I rigs (t2 have not appeared yet), the best you can get is 55%. Failing to salvage is just an annoying waste of time and adds nothing to the gameplay.
What I propose is that, the chance should be shifted from the 'chance of a successful salvage' to 'chance of salvaging more parts'. Every salvage attempt is successful (as 100% sucess with tractor beams etc) but your skill/rigs add the bonus of getting more goodies from the salvage.
If you were to go in person and start unbolting stuff, you would always salvage something but your skill would determine if you managed to get the part out intact or not. If you are pretty clueless, you would destroy everything and salvage nothing but the wreck would now be useless, not still there for another try. The salvage mod should work the same way and your skill with it determines if the part comes out intact or gets destroyed in the attempt. If the wreck remains after the first cycle, a second will salvage more etc up to four or five times.
I have a salvage rig and lvl3 salvage which gives me 25% in total. I have sat there through 11 cycles before it finally succeeded and each time I got the same message "Your salvage attempt failed". 25% be damned, 12 attempts is just over 8%. I checked my logs for 15 ships and it averaged less than 14%. The final amount I salvaged wasn't the annoying part, it was the amount of time it took to do it. I could have completed a lvl3 mission in less time and gained a couple of million including bounties for it. What I salvaged was roughly valued at 176K isk. The time required is making salvaging unprofitable.
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Drizit
Amarr
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Posted - 2007.05.28 12:20:00 -
[2]
Doesn't anyone have a comment to make?
Hey ma, I must have had a good idea. At least it didn't get flamed
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Leeluvv
Caldari
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Posted - 2007.05.28 16:03:00 -
[3]
I just use a Destroyer with 5 salvagers.
Lee == Sig to follow |
Kramer Verone
Amarr TeamMX
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Posted - 2007.05.28 17:37:00 -
[4]
Drizit, basically you want more salvage components, which of course means loss of value for those components.
This won't help as much as you think it will. Your profits won't stay higher for long as the market will be flodded with these. You're advantage in pvp over others won't remain, as others will also find it cheaper to fit rigs.
There's like no point?
Having it chance based means a lot more people won't bother with it, and you stand to make a greater profit if you specialize and dedicate to that activity.
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Sarf
Asgard Industries Safe And Fun Environment
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Posted - 2007.05.28 19:31:00 -
[5]
no i think his argument is that the chance is a chance to waste time.
A wreck should get 1 cycle from a salvager and that is it!
You hit salvage and you get x% of the maximum.
With T2 salvager and t2 salvage rigs, and Lv5 skill it should be 75%-100% of the salvage.
Right now it is a % chance to get all or nothing, each time.
It takes a while to clean up even a lv 3 mission using 2 tractors and 2 salvager's.. I can only imagine what it is like after a BoB VS everyone else fight, it could be hours of just slavageing and tractoring.
- Sarf CEO, Director of Freighter construction. Miner of small balls of dirt. |
Kramer Verone
Amarr TeamMX
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Posted - 2007.05.29 13:19:00 -
[6]
Edited by: Kramer Verone on 29/05/2007 13:19:11 sure, but only as long as getting 0% is still a strong possibility.
salvaging is not like mining, it's not guaranteed. The modules might be way too damaged to get anything but scrap metal.
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Spoon Thumb
Khanid Aerospace Group Khanid Provincial Authority
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Posted - 2007.05.29 13:26:00 -
[7]
The amount of salvage you get atm and the time it takes as well as the chances of getting zip are all well balanced atm IMO.
But, the realism / the logic of salvaging mechanics is flawed. So if anything, I'd support this change.
Khaldari
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Kramer Verone
Amarr TeamMX
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Posted - 2007.05.29 18:35:00 -
[8]
Originally by: Spoon Thumb
But, the realism / the logic of salvaging mechanics is flawed. So if anything, I'd support this change.
explain, I disagree and already explained above your post.
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Drizit
Amarr
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Posted - 2007.05.29 23:27:00 -
[9]
Kramer Verone: What you seem to misunderstand is that the time has already been spent in a way. The time spent in learning this skill would balance it. If anyone wants to spend the time learning salvaging to lvl5, they should gain something more than a bit less time getting the goods.
As it stands, you often find "nothing to salvage" and that need not change. What is really annoying is that it cycles sometimes 7 or 8 times before you get that message. That's over a minute spent on one wreck for no reward. My proposal is that you would get this message after the first cycle so you can move on to the next.
Have you seen how many wrecks there are after finishing a mission like 'Massive Attack'? The answer is 49, I counted them as I salvaged them all. When you take into account the amount of time required to salvage each and every one, it gets ridiculous and even more so when you consider that you could have finished 2 or more missions in that time and earned far more for it.
I don't propose a massive difference but maybe one or two extra items per cycle for 5 cycles given that you have reached level 5. Make it one salvage cycle per skill level on each wreck. It would not make that much difference to the market but it would cut down on the time spent getting nothing at all. I recently salvaged 15 wrecks in the same system as the station I use and came home with 2 metal scraps and 2 cheap salvage items worth 10K each. The whole process took me nearly 30 minutes. It takes me only 30 minutes to complete some of the harder lvl3 missions and I can make over 4 million including bounties for them.
So where is the incentive to actually salvage from the wrecks you leave behind? It makes no sense to waste that much time on pocket change.
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Ramashek
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Posted - 2007.05.30 00:26:00 -
[10]
in my honest opinion, i'm not sure about the whole, more or less components for your skill, but i think the ammounts of fails you get should be like halved or something... i have salvaging 4, and ok, it's not 5, but sometimes you can be there and failed 8 times or something stupid, bad luck i know, but that bad luck is a waste of time and can be utterly frustrating... a different equation to determine how successful salvaging is? or have the skill give a better multiplier % per level would be help
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Kramer Verone
Amarr TeamMX
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Posted - 2007.05.30 01:44:00 -
[11]
It keeps you in a mission longer and increases the chances of other player interaction (the hostile type) if you were belt-ratting or mission running in low-sec/0.0.
It's also a time sink for macroers/grinders; which eve never promised to reward.
I wouldn't change it.
I was also under the impression that the description for the salvage skillbook and other salvage related modules were wrong. The skill to 5 is to allow you even an ounce of chance to salvage from certain t2/faction ships, and not higher chances on the more common stuff.
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Sun Crusher
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Posted - 2007.06.03 21:24:00 -
[12]
"nothing to salvage" = NO WRECK CCP, pls fix this
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Galdaron xax
Gallente Cloak and Daggers
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Posted - 2007.06.08 09:22:00 -
[13]
perhaps we could try it the other way around. each cycles gives you an item of the the possible salvaging items .if there is nothing it ends after 1 cycle if it finds something you get 1 item at lev 1 per cycle being 5 items at lev 5 you keep cycling till all found items have been salvaged. so you reward those that have learned up for it and you no longer loose 7 cycles to get nothing.like in the probes you get a multispectral to find something and the others to locate.so the salvager needs to scan 1 cycle to find and other cycles to harverst them. heck perhaps let the salvager give you a popup with items found you can always decide to stop if you don't like the parts(not willing to wast the time for it..) and the order of salvaging being random..
Xax
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Reggie Stoneloader
Teikoku Trade Conglomerate
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Posted - 2007.06.08 13:01:00 -
[14]
I like that, Gald.
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Sarf
Asgard Industries Safe And Fun Environment
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Posted - 2007.06.08 17:12:00 -
[15]
yea i can get behad's idea.
- Sarf CEO, Director of Freighter construction. Miner of small balls of dirt. |
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