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Thread Statistics | Show CCP posts - 10 post(s) |
Heffy
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Posted - 2007.08.18 07:45:00 -
[361]
I think the biggest problem in nul sec is mexallon. You can get trit/pyer from mining several of the high end ores, but really the only ore to get mex from is gneiss, which is kinda hard to find.
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Venkul Mul
Gallente
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Posted - 2007.08.18 11:49:00 -
[362]
Originally by: Vincent Law Edited by: Vincent Law on 15/08/2007 12:44:26
Originally by: CCP Chronotis
Come kali 3 when we will look to add in new low sec methods of mining and the demand for low end ore switches to local suppliers, alongside the compressed ore secondary market that will mature through time to a good future where empires can be built in null sec from the materials near them.
This secondary market will probably be run by the same macro miners that choose to farm ice and ore in highsec already.
I'm sure absolutely no one will be willing to manage the compression process of a full load of veldspar (see Apocalytica Insomnia's post) and as a result will turn to the market as a source of their compressed low-ends.
Everyone prepare to see fleets of Rorquals sitting in lowsec poses compressing these minerals to cater to those of us that don't have the time to run the time sink that eve is becoming.
That is a choice of low sec/0.0 people. If they don't want to mine what they need, and don't want to pay reasonably for it, the only other solution is to accept macrominers in your organizations.
But don't speake like someone was forcing you at gunpoint to accept them.
Simply you choose to harbor and protect them instead of building a player driven logistic structure.
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SkuVV
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Posted - 2007.08.18 12:31:00 -
[363]
Guys, i see that compression ratios 40:1 for low ore and 20:1 for high ore. Somebody know about refining penalty? etc pack non-compressed ore equal 1 compressed??
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Sollz
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Posted - 2007.08.19 02:02:00 -
[364]
The new ship is for 00 players how about some thing for high sec miners too? like small industrial core equiped on industrial ship that will allow a small compression ratio like 5:1 or 2:1 would be nice
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Ricdic
Caldari Corporate Research And Production Pty Ltd Zzz
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Posted - 2007.08.19 09:37:00 -
[365]
Originally by: CCP Chronotis Update regarding Advanced Mobile Lab
The original concept has changed following feedback. The lab now has 3 copy (0.65* time mod), 2 ME (0.75* time mod) and 2 invention (0.5* times mod). The advantage being it significantly increases the alternatives for copy slots and research specific to invention which finds a niche for both types of lab.
Chronotis can you please advise on whether copying has been fixed for alliance members? It really is an important point. If it hasn't been fixed, please just come clean so I don't get my hopes up for nothing. If it has been fixed (or will be fixed by this time) then <3 to the devs.
Need Empire Research Slots. Click here |
Venkul Mul
Gallente
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Posted - 2007.08.19 10:31:00 -
[366]
Originally by: Ricdic
Originally by: CCP Chronotis Update regarding Advanced Mobile Lab
The original concept has changed following feedback. The lab now has 3 copy (0.65* time mod), 2 ME (0.75* time mod) and 2 invention (0.5* times mod). The advantage being it significantly increases the alternatives for copy slots and research specific to invention which finds a niche for both types of lab.
Chronotis can you please advise on whether copying has been fixed for alliance members? It really is an important point. If it hasn't been fixed, please just come clean so I don't get my hopes up for nothing. If it has been fixed (or will be fixed by this time) then <3 to the devs.
It is very important, so I will support this request of informations.
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Franga
Caldari NQX Innovations Southern Cross Alliance
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Posted - 2007.08.19 12:34:00 -
[367]
I think the adv. lab shouldn't be called advanced anymore. Probably should just say 'Copy Lab' or some crap like that.
_____________________________ Eldo spanked my sig but I can't be bothered changing it just now. |
Franga
Caldari NQX Innovations Southern Cross Alliance
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Posted - 2007.08.19 12:40:00 -
[368]
After reading many pages of this thread, I've also come to the conclusion that the ore compression thing is not so good if low-ends in 0.0 are left as they are. I would agree more with the people that are saying that maybe a new veld ore needs to be seeded in 0.0 or something to up the amount you can get out there.
Ofc, I'm no master in the world of economics. I agree that the jump portal generator thing is crap - nerf it. But you'd need to make allowances in other areas. I mean (this will come across as condescending, but it's really not meant to be at all), it is still a game. Making things ultra-tedious isn't a good thing.
Having said all that - we haven't actually used the Ore cap ship yet, anyway. Not properly, I mean. We could be wrong. But some of the math in this thread is hard to argue with, imvho. _____________________________ Eldo spanked my sig but I can't be bothered changing it just now. |
Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.08.19 13:11:00 -
[369]
Originally by: CCP Chronotis Update regarding Advanced Mobile Lab
The original concept has changed following feedback. The lab now has 3 copy (0.65* time mod), 2 ME (0.75* time mod) and 2 invention (0.5* times mod). The advantage being it significantly increases the alternatives for copy slots and research specific to invention which finds a niche for both types of lab.
I see you killed half the slots and still keep the price and fuel penalty vs the normal LAB.
So if this new advanced LAB is tailored for invention, why does it have ME slots? Or did you just give us a confirmation that the ME level actually do affect the invention chances?
Will you lower the amount of invention slots on the basic LAB to tailor it more towards normal research?
Signature approved by Eldo |
Marcus Tedric
Gallente Tedric Enterprises
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Posted - 2007.08.19 13:29:00 -
[370]
Originally by: Chruker Edited by: Chruker on 17/08/2007 18:29:59
Originally by: CCP Chronotis Update regarding Advanced Mobile Lab
The original concept has changed following feedback. The lab now has 3 copy (0.65* time mod), 2 ME (0.75* time mod) and 2 invention (0.5* times mod). The advantage being it significantly increases the alternatives for copy slots and research specific to invention which finds a niche for both types of lab.
....
With these changes to the advanced lab I'll say that it is no longer worth the extra ISK, unless you are running a POS for just copying.
How does 3 copy slots instead of 6 copy slots give it an advantage? If you really want to make it so that the regular mobile is used for ME/PL research, and the new lab is used for copying/invention you should give it 8 copy slots and 4 invention slots.
Or even better: Allow us to reconfigure how many slots there are of each type when it the lab is offline.
Thank goodness - 3 Copy slots instead of 6 is much more sensible - and it even gets an extra time bonus.
Yes - 3 slots is more than enough and certainly will double, or even triple the value of Research POS set up to take advantage.
It would be great if ME/PE slots could be rented out to the public - I don't see why that has been impossible to implement.
And if alliance copy jobs could only be delivered to the lab itself, that would be enough for anyone.
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Rafein
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Posted - 2007.08.19 13:43:00 -
[371]
Originally by: Franga I think the adv. lab shouldn't be called advanced anymore. Probably should just say 'Copy Lab' or some crap like that.
QFT. It costs 50 million isk more, uses more POS resources, and provides less overall slots than a "basic" lab. it needs it costs/fittings cut, an renamed as copy lab.
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Franga
Caldari NQX Innovations Southern Cross Alliance
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Posted - 2007.08.19 20:46:00 -
[372]
Originally by: Dominique Vasilkovsky Stuff about the lab and whatever ... then I saw his sig ...
My goodness Jessica Alba is an attractive and well built young woman. _____________________________ Eldo spanked my sig but I can't be bothered changing it just now. |
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CCP Chronotis
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Posted - 2007.08.21 08:56:00 -
[373]
Originally by: Ricdic
Chronotis can you please advise on whether copying has been fixed for alliance members? It really is an important point. If it hasn't been fixed, please just come clean so I don't get my hopes up for nothing. If it has been fixed (or will be fixed by this time) then <3 to the devs.
this has not been fixed for patch 2.2 which is all I can confirm at this stage.
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Goodlookin Gus
Gallente Viking Research and Production space weaponry and trade
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Posted - 2007.08.21 10:23:00 -
[374]
Edited by: Goodlookin Gus on 21/08/2007 10:26:51 nerfing the adv labs even before they come out is not good. :(
copy slots have been in low supply for very long time. and instead of just increasing them on normal labs. You made an adv lab that was awsome at first. 5me 3pe 6copy and 4invent. 0.85 time.
but now you do "nerf" it down to 2me 0pe 3copy ?? less slots that the normal ones. and its still called advanced labs? i been doing industrial and pos researching for an long time(research service short time).
this adv. lab will now not be great. to be and adv lab it should be alot better then the normal ones. yes 5me and 6 copy might be bit much.
but why not just have adv that gave 4me 3pe 4copy 4 invention?
the new labs will kill the me research and that just not an needed "nerf"
I am starting to agree more and more of upset industrialist. YOU DONT LOVE US ANYMORE :(
this have also been the same on alot of the other mmo i been playing. boost combat loot or otherwise. and take away industiral side or make it even harder then it is.
my vote on the adv lab nerf.
but i will adapt as normal. just had to let some frustation out
but i still love the game :)
High sec research service avalible. join channel viking research for more info Eve mail is an great game tool if i aint online |
Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.08.21 12:44:00 -
[375]
Originally by: CCP Chronotis Update regarding Advanced Mobile Lab
The original concept has changed following feedback. The lab now has 3 copy (0.65* time mod), 2 ME (0.75* time mod) and 2 invention (0.5* times mod). The advantage being it significantly increases the alternatives for copy slots and research specific to invention which finds a niche for both types of lab.
Ok, I have done some math with the new numbers above. The unit I will use slot/h, as in equal to 1h research at a NPC station.
Copying
Standard LAB - 1 slot, 0.75 multiplier = 1.33 slot/h Advanced LAB - 3 slots, 0.65 multiplier = 4.62 slot/h
Invention
Standard LAB - 5 slots, 0.75 multiplier = 6.667 slot/h Advanced LAB - 2 slots, 0.50 multiplier = 4 slot/h
Material Efficiency
Standard LAB - 3 slots, 0.75 multiplier = 4 slot/h Advanced LAB - 2 slots, 0.75 multiplier = 2.67 slot/h
Speed difference with adv vs standard LAB:
Copying: 3.46x Invention: 0.6x Material Efficiancy: 0.4x
With the BPCs passing through the lab at 4.62 slot/h (6.15 with research V) and the invention running at 4 slot/h it is almost back to the original 6 copy 4 inv design. The only difference is that the skill and time bonus are removed in the process.
Signature approved by Eldo |
Two step
Amarr Chosen Path FATAL Alliance
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Posted - 2007.08.21 14:07:00 -
[376]
Edited by: Two step on 21/08/2007 14:07:20
Originally by: Dominique Vasilkovsky
Invention
Standard LAB - 5 slots, 0.75 multiplier = 6.667 slot/h Advanced LAB - 2 slots, 0.50 multiplier = 4 slot/h
Standard labs are also .5 multiplier, not .75
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.08.21 15:33:00 -
[377]
Originally by: Two step
Originally by: Dominique Vasilkovsky
Invention
Standard LAB - 5 slots, 0.75 multiplier = 6.667 slot/h Advanced LAB - 2 slots, 0.50 multiplier = 4 slot/h
Standard labs are also .5 multiplier, not .75
Thanks, it's been a while since I used a mobile lab.
Signature approved by Eldo |
Nesa
Antares Fleet Yards SMASH Alliance
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Posted - 2007.08.22 05:29:00 -
[378]
Wait :( I was looking forward to my 6 copy slots :(
Standard labs would have been great for ME/Invention, and the advanced ones would have been great for copying where the extra time wouldn't have been an issue, as it would have allowed me to totally abandon copy research @ stations. Now with only 3 :( .
Also due to the fact that the invetion materials need to be in the lab itself (ESPECIALLY THE INTERFACE) the more invention slots in the one lab the better. As it stands I can't invent with over 5 slots atm remotely as I would need to move the decryptor to the next lab. If you remove the need for these materials to be in the lab, then great 2 invention slots isn't that bad.
TBH I'd still like to see a large tower somehow end up with being able to fit : 20 invention slots (best multiplier), 20-30 copy slots (even 1x multiplier is ok I guess), ?? PE - not an issue, 15-20 ME slots.
The rest is icing. I'm not sure we need labs that just alter the balance slightly, I think we need labs that drastically shift the focus in one direction or another (if people want to invent/me research / pe research / copy etc.
The PRIME reason for this is the issue of materials, want to make T2 copies or research some of the more recent T1 BPOs you need materials for the jobs, for invention, you need materials, for ME/PE you can usually just survive from the station. It would be GREAT to have all my invention materials for 10-20 slots in 1-2 labs so that the remote skills could be useful again. It would be great to pick up all my copies from the same 1-2 labs. (although I guess it would be somewhat handy to have the copied BPs output to the invention lab, at the moment they get output to 10 different labs that each need to be 'cleared' of copies.)
I'm still wondering what happened to the original idea of 50% more labs for 20% more cost. There were very few ways that could have worked out badly.
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Nesa
Antares Fleet Yards SMASH Alliance
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Posted - 2007.08.22 05:39:00 -
[379]
Also what kind of feedback leads to a nerf on that scale ? Is being happy with something considered negative feedback? If we're too happy it must be overpowered and then nerfed?
IMO the number of ME/PE slots currently in labs is fine, the number of invention slots are fine. Maybe you could change the existing labs to 6 ME / 3 PE / 1 Copy and the new ones to 6 Copy / 5 invention / 1 ME or something (very loose suggestion). Obviously those doing the copying are those that want to do invention, and those doing ME/PE may just be building.
TBH I'd LOVE a lab that took twice as much fitting and could give me 10 copy / 10 invention. The micro-managment with a dozen labs becomes abit much (which lab did that copy output to, which lab do I need these minerals in etc etc.). Higher fittings also means less individual structures which has to be easier (although not much) on the server etc. Since one char can fairly easily use 10 slots at once, it would be much easier to have a lab per character (for copying / invention etc).
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Dominique Vasilkovsky
Techmart Industries
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Posted - 2007.08.22 09:49:00 -
[380]
Originally by: Nesa TBH I'd LOVE a lab that took twice as much fitting and could give me 10 copy / 10 invention. The micro-managment with a dozen labs becomes abit much (which lab did that copy output to, which lab do I need these minerals in etc etc.). Higher fittings also means less individual structures which has to be easier (although not much) on the server etc. Since one char can fairly easily use 10 slots at once, it would be much easier to have a lab per character (for copying / invention etc).
For the micro management issue (which is annoying) it would be easier to use small/medium/large labs: Small = current lab Medium = 3 x current lab slots, 4 x fitting Large = 7 x current lab slots, 10 x fitting
Another solution would be to add a silo system for labs so all output/input materials can be placed in a central location.
Instead of this Adv lab I would love to have an Intensive Lab with say with 1 copy slot with a 0.2x bonus (5slot/h) and 2 invention slots with a 0.2x bonus (10slot/h) at the cost of 100% higher fitting requirements.
Signature approved by Eldo |
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Goodlookin Gus
Gallente Viking Research and Production space weaponry and trade
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Posted - 2007.08.23 18:37:00 -
[381]
when is rev 2.2 due?
High sec research service avalible. join channel viking research for more info join my mailing list. viking mail for puplic contracts max run list. Eve mail is an great game tool if i aint o |
Marcus Tedric
Gallente Tedric Enterprises
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Posted - 2007.08.23 19:24:00 -
[382]
Originally by: Goodlookin Gus when is rev 2.2 due?
The implication was that is was going to be next week (Tues?) - however, as it's now late Thurs and no hint or Patch Notes, then I suspect it's not quite ready.
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Solid Slade
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Posted - 2007.08.23 20:57:00 -
[383]
Can CCP spend some time fixing bugs like how the overview goes blank sometimes or fleet structure disappears? Or how about optimizing the client/server so that large fleet battles don't have a 25% ship loss due to lag?
Something that acually ruins a player's gaming experience?
Who really cares if a 1000m3 module can be refined to produce 430k m3 of minerals? That is a meta-game level issue. There are serious in-game issues, ACTUAL BUGS, that detract from the suspension of disbelief.
What about de-sync that also occurs and causes ppl to loose ships?
And why can't the ore cap ship mine? I don't consider deploying 5 harvester drones mining. I can do that in a combat ship. A carrier can out-mine this mining-specific waste of isk.
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Nikerym Lestroy
GALAXIAN RAZOR Alliance
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Posted - 2007.08.24 03:32:00 -
[384]
regarding the lack of low ends in 0.0.... the only way you are going to make low end mining even be considered in nullsec (pyerite and mex for example.... there's plenty of Trit mining in low sec... specially with the currnet amount of titan's who have nothing better to do....)
is to create greater yields based on sec value. instead of only having 3 kinda of veldspar, have 13
1.0-0.5 Veld, Condensed veld, dense veld 0.5-0.1 Veld changes to Highly Condenced Veld (20% increased yield) 0.0- -0.2 Veld changes to Extreamly Dense Veld (30% increased yield) -0.2 - -0.5 Veld changes to Dark Veld (50% increased yield) -0.5 - -0.7 Veld changes to Condensed Dark Veld (70% increased yield) -0.7 - -1.0 veld changes to Dense Dark Veld (100% increased yield)
of course all these values are random and would need to be adjusted for balance, however untill you make it so that it's possible to mine X amount of cash worth of Veld = same amount of Ark/Crok/Bist (or at least ALOT more similar) in the same amount of time.... noone will ever bother to mine veld
currently, numbers look like this 1 hour mining with 2 hulks and a hauler = about 125mil worth of Crokite/Arkonor/Bistot (must be done in 0.0 with Full risk to losing ship) 1 hour mining with 2 hulks and a hauler = about 20Mil worth of Veldspar/scordite (can be done in empire with near 0 risk of losing ship)
why would anyone want to mine low returns for high risk? the mining game is in a way identical to an investment.... actually it IS an investment... it's your investment of time. your putting in X amount of time... you want to get Max return for Minimal risk... and the higher the risk, the greater the return you expect. untill this fundemental issue of Risk:Reward ratio is met. Low end mining will NEVER happen in 0.0 (at least not to the kind of scale needed for serious production) and people will continue to run freighters/carriers with lowends)
later, Nikerym
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Windryder
Caldari New Fnord Industries Black Scope Project
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Posted - 2007.08.24 11:25:00 -
[385]
Dear CCP people,
Do you want us to do invention or not?
Even low-sec station copy slots are running 20-30 day queues. With ONE copy slot and FIVE invention slots (given to us for free, thank-you) in a lab those of us invested in POS-hood are clamouring for more copy slots - SIGNIFICANTLY more. ONE is barely enough to keep invention happening in fits and starts, let alone trying to make the POS cost-neutral by selling COPIES of researched BPOs - you know, how most of us managed to afford our very first Battleship after mining and mission running for yonks?
We run a large tower with the maximum 14 labs. This gives us 14 copy slots. They are flat-out most of the time and our corp is barely in double-digit membership, less if exclude member-alts!
The "Advanced Lab" as it was, was a great idea... BECAUSE you got so many copy slots but with SLOWER speeds. It was a great DILEMMA you had created... now erased.
And speaking of which - why the heck in this age of ships with MODULAR fits, can't we have labs that operate the same way? Why can't we buy the empty POS structure and then FIT IT OUT WITH THE LABS WE WANT????
This is how real-life laboratories have worked for centuries... why this concept hasn't survived to the 250th century is a story I'd love to hear :)
\\'
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EBANK Ricdic
Eve-Tech Savings n Loans Zzz
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Posted - 2007.08.24 12:51:00 -
[386]
Originally by: CCP Chronotis
Originally by: Ricdic
Chronotis can you please advise on whether copying has been fixed for alliance members? It really is an important point. If it hasn't been fixed, please just come clean so I don't get my hopes up for nothing. If it has been fixed (or will be fixed by this time) then <3 to the devs.
this has not been fixed for patch 2.2 which is all I can confirm at this stage.
Thanks Chronotis for your response.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.08.24 13:02:00 -
[387]
A few of the ideas tossed around in Nyphur's thread in Features&Ideas, summarised for this thread, not necessarily in the order they were discussed over there. If you want the full discution about this approach, here's where it started. ___
1. The issue of mineral compression
Mineral compression should not exist beyond a very moderate rate, if any at all. Once minerals are in refined mineral form, there should be no way to (significantly) decrease their volume. The only form of transport of "compressed minerals" should be in the form of compressed ore (from the Rorqual industrial core lines).
That can be acheived primarily through adjustments to each individual mineral volume AND adjustment of "worst offending" modules (compression ratio wise). Where does it say all refined minerals have to be 0.01 cubic meters ? Lowends could have a lower volume, highends could have a higher volume per unit. This change will be needed if you don't wish to "upset" the current volume of existing REFINABLE items much.
2. Mining as primary source of minerals.
NPC-sold refineables should either go away, or be available in short supply (heavy price increase in case of massive purchase). Non-manufacturable NPC-sold items should not be refineable (I'm looking at you, coupling array).
Loot from missions and/or belt ratting should be decreased significantly. T1 unnamed modules should not even exist in the loot tables, and don't increase the drop rates of named mods. Drone compound drops should also suffer a serious decrease in amount.
To compensate (potential income level), hike up salvage material drop rates SIGNIFICANTLY.
3. New mining system : variable yields and mixed-ore asteroids.
First, significantly reduce the number of asteroids per grid, make them larger and holding more ore units. Ideally, you'd have only few of them per grid, at significant distances from eachother (warpable-to distances between each pair).
At an extreme, you could even have a single one per grid would be ok, with other asteroids only in neighbouring grids, randomly distributed for dozens of grids in each direction. You then either have to manually search the grids (fast ship, MWD, fly around a lot, bookmark and come back to mine), or be able to locate them via some form of scanning (either via probes, or new onboard scanner option enabled when you have an asteroid scanner fited, or any other means).
THE IDEA now however is this : there will only be ONE subtype of each ore in existance. Yes, no more "concentrated veldspar" and "dense veldspar", you will just have "Veldspar". HOWEVER, you no longer get a fixed amount of Veldspar per cycle out of a Veldspar asteroid (or any other ore). Each asteroid gets a (random within a certain range) "yield multiplier" number, and your miner's actual yield is multiplied by that value. You can find out what the value is if you use an asteroid scanner, it will display alongside the remaining ore units count.
What this basically means is that you can have each ore type in any security rating system, the only thing you need to adjust is the multiplier value according to that system's security rating. EXAMPLE1: x0.02 Arkonor in 1.0 systems, 50 times less profitable to mine it as x1.00 Arkonor in deep 0.0 EXAMPLE2: x8.00 Veldspar in 0.0 systems, 8 times more profitable as x1.00 Veldspar in 1.0 systems No more local shortages.
Also, you no longer necessarily have a single ore type in an asteroid, you could have several types of ore in the same rock. An idea is that normal miners will extract some of each ore (adjusted for individual multipliers), modulated ones will extract more of your "target" ore but also some of the rest, while deep core miners will ONLY extract the ore you want.
_
Complaint vs whine | Char creation guide | Stacknerfs explained |
Minmatar096773
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Posted - 2007.08.24 17:04:00 -
[388]
Originally by: SamuraiJack I'm still getting distinct feeling that CCP hate industrialists and logistics ppl and just want us to spend even more time doing grind.
Howabout you try doing major logistics CCP instead of pvping.
See how long it takes to do a proper market or a decent logistics chain. Remember about the smaller corperations who are new. Not everyone can field massive groups to run frieghters deep into space.
You really want to restrict people to huge allainces or empire only? Its been like this since Exodus... (i know that was suppost to move us all to 0.0... but far too many went to empire instead. Lets not have another clusterfark like that again please).
Would love to see how much fun you think it is running pos's and filling markets when you constantly get nerfs like the carrier GSC nerf and the compression nerf. The drone regions are getting better but if you had pulled the compression nerf back when roids were totally broken i think an angry mob would be burning you out of your offices.
Kindly think about ALL aspects of the game... not just the "ooh shiny... it explodes" bit. Some of us build and create so you can have your fun. Help us have our fun too.
If it was so easy everyone would do it on a second account and your profits would plummet.
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Gane Green
Gallente Digital Foundry
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Posted - 2007.08.24 17:42:00 -
[389]
I knew that the advance labs sounded verry nice. Now that you have changed the slotting on them. you should change the name of the advance mobile lab to just copy mobile lab. There is nothing advanced about it anymore.
With this pre nerf trend hitting the game with new stuff. I dont get a smile on my face when new content is hitting eve. Why because its usless content.
The new labs are going to be as popular as the 20 mil pre nerfed bombs for stealth bombers. Go with the old stats. jack up the price make it a massive isk sink and risk. Heck make it a lowsec item only so they get blown up for all I care.
Its about like holding a carrot infront of a mule then giving it the carrot that was dangled infront of it 3 months ago. Im tired of rotten carrots. New content to me is stuff that gives you a smile. Not pre neffed to death.
If yall dont know what im talking about in my rant look at the dev blog closer. they changed all the slots on the lab. :(
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Lougra
Gallente
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Posted - 2007.08.27 15:00:00 -
[390]
So far the issues in mining society are too many. Most common are:
Ore quantity: Mining profession has become so powerful which even a full spawned roid of veldspar canĘt stand for more than few cycles under the power of a hulk. Asteroids. Are too small and especially in empire where in many cases asteroids has 16 ore units left
Cargo capacity: I never understood why barges have so small cargo capacity. Supposed to be ships which are for a specific and only purpose. Mining. Not fighting nor defending their selves. Just mine. And for the name of balance, remove the mining ability from ships greater than frigates.
Ore compression: So far corporations/players using this method to provide ore where needed. They building specific items (according to the kind of ore they need to transfer) which will be reprocessed in a station. Ore transfer used for two reasons. For sale, or for manufacturing in places where ore is limited.
POS refining arrays: Waste factor is too much (25%) with perfect skills. Refining quantities and timers are low/high without any logical reason.
Possible solutions:
Ore quantity: Bigger asteroids. Minor fixes can be: Roid scanner (already exist), mining cycle indicator, blast mining (or what else is going to be named). *But in the case of blast mining the same problem still exist.
Cargo capacity. A possible solution is to increase the capacity in barges 5-6 times (an example).
Ore compression Rorqual. By this CCP planning to solve the ore compression by compress the ore itself. This will solve in a way the refining procedure in a POS but not the actual problem. And the whole investment it doesnĘt solve any problem except a small one.
According to these problems one viable solution can be done without much of programming. Compress the asteroids. What I mean by that. Lest say that a mining striper (including skills) can get 1000m3 of veldspar per cycle. If that amount reduced to 100m3 but when refined it gives equal quantity of tritanium like 1000m3 we have a solution to all above problems. Roids becomes bigger, cargo becomes bigger, and ore compression issue will become worthless while refining arrays will be able to refine bigger quantities of ore in same time.
Any better ideas?
Carebear is the surname that you got, if you enjoy to play eve, in other way than the rest want YOU to play it. |
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