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Midas Man
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Posted - 2008.01.16 11:40:00 -
[1]
Not sure if this has ever come up before but i have done a bit of searching and not managed to find anything.
My Idea is:-
All Base Items that are manufactureable should be just that ie no drops of said items from NPC's. This way Manufacturers would have the own market and trader could only capitalise by making deals with manufacturers. All named items would still drop from NPC and so traders would still have plenty of options to trade in.
Alternatively manufacture items could be boosted slightly to male them more appealing to buyers but not quite as good as Named items so as not to unbalance things. I'm sure either of these solutions would stop 100's of threads of WHHAAAAHHH 0.01 WHHHHAAAAHHH its not fair WHHHAAAHH bla bla bla. and would also make Manufacturing more viable.
I have no coding experience at all but i'm sure neither of the idea would take much to implement.
Stoping NPC drops would be better in my opinion as it would also reduce the isk being entered in to the game. and would help miners out too as there would be less reprocessed minerals on the market.
Will move this to the suggestions thread but just wanted to get some opinions from you guys first.
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Siri Blue
Gallente Arachnea Phoenix Battalion Phalanx Alliance
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Posted - 2008.01.16 11:45:00 -
[2]
There have been worse suggestions...
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Svanna Gulmi
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Posted - 2008.01.16 12:44:00 -
[3]
Edited by: Svanna Gulmi on 16/01/2008 12:43:58 Tbh when these items become too cheep because of traders or looters. then the manufacturers will buy them all up and repro them. So there will always be a natural balence. Note that named items often have less minerals when repro'd which is why sometimes although the named item is better, it is also cheeper!
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Midas Man
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Posted - 2008.01.16 13:25:00 -
[4]
Originally by: Svanna Gulmi Edited by: Svanna Gulmi on 16/01/2008 12:43:58 Tbh when these items become too cheep because of traders or looters. then the manufacturers will buy them all up and repro them. So there will always be a natural balence. Note that named items often have less minerals when repro'd which is why sometimes although the named item is better, it is also cheeper!
I agree with what you say, but even if buy to reprocess there is still very low profit margins available to Manufacture's even if they clean the market once in a while. After 3-4 mission i can have a stock pile of 10+ of certain manufacturable goods. And with the costs involved with BPO's/Research etc it seems Manufacturing isn't as lucurative as other in game professions. Even Tech II production is becoming unprofitable in alot of area's by all account.
Apologies if i am missinformed but i'm judging this on forum reading because i am not a manufaturer. It just seem like what could be a very good and rewarding profession for those that like that kind of thing, can gimped by people who choose mission running as a profession.
I have read that CCP are think of reducing drop rates of certain items which i beleive is a good thing, IMO rats drop a lot more loot in this game than any other MMO i have played. (Some NPC battleships i have plundered have droped upwards of 10 items)
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eosfun
Gallente Felonies
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Posted - 2008.01.16 14:48:00 -
[5]
Originally by: Midas Man Not sure if this has ever come up before but i have done a bit of searching and not managed to find anything.
My Idea is:-
All Base Items that are manufactureable should be just that ie no drops of said items from NPC's. This way Manufacturers would have the own market and trader could only capitalise by making deals with manufacturers. All named items would still drop from NPC and so traders would still have plenty of options to trade in.
Alternatively manufacture items could be boosted slightly to male them more appealing to buyers but not quite as good as Named items so as not to unbalance things. I'm sure either of these solutions would stop 100's of threads of WHHAAAAHHH 0.01 WHHHHAAAAHHH its not fair WHHHAAAHH bla bla bla. and would also make Manufacturing more viable.
I have no coding experience at all but i'm sure neither of the idea would take much to implement.
Stoping NPC drops would be better in my opinion as it would also reduce the isk being entered in to the game. and would help miners out too as there would be less reprocessed minerals on the market.
Will move this to the suggestions thread but just wanted to get some opinions from you guys first.
If you take away drops from NPCs. You would ruin most low sec and 0.0 corp/alliances. :P
EVE'S PORTAL Gamma Testing :D:D:D!!!
Originally by: Chribba
Chribba * needs Chribba shower
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Svanna Gulmi
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Posted - 2008.01.16 14:55:00 -
[6]
Your right T2 production is not very profitable but only for the inventors. If you have a BPO then i think there is enough scope to still make a decent living from it. I do invention/manufacture, and i sometimes end up with stockpiles of T2 bpc's because that particular market has slumped [IMAGE REMOVED] but then unlike a man with just one BPO i can just invent some other stuff. You also have to make a choice of weather you want fast turnaround in jita for small profits or more isk but slower turnaround someware else. I can spend 4 days making 100 mods and sell themin one night in jita! So i can afford to take half there for more working isk and 1/2 to some other spot where the price is higher but much slower turnaround. But why have a 23hour shop with only 2 hours worth of stock?? I think you may also find the higher the value=the lower the profit%. Not in all cases but many i belive.
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Midas Man
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Posted - 2008.01.16 15:16:00 -
[7]
Edited by: Midas Man on 16/01/2008 15:17:15
Originally by: eosfun
Originally by: Midas Man Not sure if this has ever come up before but i have done a bit of searching and not managed to find anything.
My Idea is:-
All Base Items that are manufactureable should be just that ie no drops of said items from NPC's. This way Manufacturers would have the own market and trader could only capitalise by making deals with manufacturers. All named items would still drop from NPC and so traders would still have plenty of options to trade in.
Alternatively manufacture items could be boosted slightly to male them more appealing to buyers but not quite as good as Named items so as not to unbalance things. I'm sure either of these solutions would stop 100's of threads of WHHAAAAHHH 0.01 WHHHHAAAAHHH its not fair WHHHAAAHH bla bla bla. and would also make Manufacturing more viable.
I have no coding experience at all but i'm sure neither of the idea would take much to implement.
Stoping NPC drops would be better in my opinion as it would also reduce the isk being entered in to the game. and would help miners out too as there would be less reprocessed minerals on the market.
Will move this to the suggestions thread but just wanted to get some opinions from you guys first.
If you take away drops from NPCs. You would ruin most low sec and 0.0 corp/alliances. :P
Maybe i wasn't clear in my explination or maybe you misunderstood.
I wasn't talking about removing NPC Drops, just changing the mechanics.
ie NPC's still drop Shield Extender I's, but BPO are "Manufactured" Shield Extenders (differnces in bonus's/requirements for balance purposes). Or reversed BPO's remain unchanged but these items no longer drop but NPC's would still drop named items (again may need some thought on balancing).
Finally why would it spoil most low sec/0.0 corps (Unless they are poorly managed or out of their own league) 0.0 and Low sec have better Ore's Better bounties on Rats/ better drops Faction/Officer Loot. so any corp surviving off Plumb standard Tech 1 mods is either very dumb or should move back to High Sec IMO
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Shadarle
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Posted - 2008.01.16 18:12:00 -
[8]
Actually I was under the impression that NPC's are being changed so they no longer drop T1 items. I thought this was in a live dev blog, could be wrong though.
Tanking Setups Compared
Stacking Penalty / Resists Explained |

Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.01.16 18:38:00 -
[9]
Originally by: Shadarle Actually I was under the impression that NPC's are being changed so they no longer drop T1 items. I thought this was in a live dev blog, could be wrong though.
Correct Shadarle. While the dev's ofc didnt commit to this change, they acknowledge it as a good solution to ratters and mission runners complaints that their looting had been made so difficult but the size increases that follewed in the compression nerf.
It will be intresting to see how or even if they balance out the removal of base t1 items from the loot tables, in an isk making sense. Will all drop quantities stay the same but now everything is a named? Will all drop quantites get smaller and the bounties get bigger to compensate? Will all drop quantites get smaller and in the end looting just gets even less "profitble" --
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Shadarle
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Posted - 2008.01.16 18:56:00 -
[10]
Originally by: Treelox
Originally by: Shadarle Actually I was under the impression that NPC's are being changed so they no longer drop T1 items. I thought this was in a live dev blog, could be wrong though.
Correct Shadarle. While the dev's ofc didnt commit to this change, they acknowledge it as a good solution to ratters and mission runners complaints that their looting had been made so difficult but the size increases that follewed in the compression nerf.
It will be intresting to see how or even if they balance out the removal of base t1 items from the loot tables, in an isk making sense. Will all drop quantities stay the same but now everything is a named? Will all drop quantites get smaller and the bounties get bigger to compensate? Will all drop quantites get smaller and in the end looting just gets even less "profitble"
As long as they don't increase the drop rates of the highest tier items.
Tanking Setups Compared
Stacking Penalty / Resists Explained |

Kilostream
Caldari Roving Guns Inc. RAZOR Alliance
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Posted - 2008.01.16 19:59:00 -
[11]
Sounds like CCP....
They nerf t1 loot - which was borderline worthwhile getting as it was (hence why unlooted wrecks can frequently be found in belts.)
Those that DID used to make the effort to loot moan that their looting work got nerfed when module sizes were increased by a factor of 5......so CCP "acknowledge a good solution" would be to remove t1 loot altogether......Genius!
To be honest, I think increasing the loot volume was a badly-thought-out solution to a non-existent problem, the simplest and best solution is to return the volumes to what they were.
If you're looking at replacing all the t1 loot drops with named, then the market for t1 will evaporate because better stuff will be readily available, and for every t1 item you used to get, you'd be getting named instead - supply of cheap better-than-t1 gear would go through the roof.
The other suggested idea of implementing higher bounty and reducing loot drops doesn't seem that great to me, because the status quo is that the lazy NPCer gets bounty, whereas the NPCer prepared to put in a bit of effort and go loot/salvage gets the bounty plus minerals or market saleable items and salvage parts.
If you simply increase the bounty from NPCing and take out the loot, everyone gets the isk benefit of looting without actually having to loot - there's no longer the incentive to loot, or the equivalent of unlooted cans, if you see what I mean.
And finally - if you really want to help the miners, go shoot some macrominers - THEY are the ones causing the market to be flooded with ridiculously cheap minerals, whatever minerals come from reprocessed t1 loot is vanishingly small by comparison - remember you only get a small amout of minerals per item from recycling loot, and the vast majority of wrecks go unlooted as it is due to that fact.
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nether void
Caldari Shrapnel Industries
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Posted - 2008.01.16 20:25:00 -
[12]
I think the problem with meta 0 drops stems not just from the reprocessed mineral content, but from people selling those mods on the market. There's so much of it dropping with such little demand in the first place, it's hard for someone who has to use a commodity to build it to compete. People who loot a bunch of t1 mods, who then turn around and sell those 25 t1 mods, lets say, for 500 each, will obviously make it hard for the manufacturer to make any money if their build price is 800 (again just an example figure).
Best to just take the meta 0 loot out of the equation altogether. Salvage is already at least 75% of the value of looting in most cases, so removing meta 0 isn't going to put a huge burden on mission running. Nobody loots to pick up meta 0; they loot to find meta 3 and 4 and also for salvage. Who in their right mind would loot without salvaging at the same time since the salvage value most of the time is worth a lot more than whatever the rat dropped? --------------------------- nethervoid - since '97 [UO|EQ|SB|SWG|PS|EVE|HZ|NWN|VG|WoW] |

Matalino
Gallente Ki Tech Industries
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Posted - 2008.01.16 20:49:00 -
[13]
Originally by: Shadarle Actually I was under the impression that NPC's are being changed so they no longer drop T1 items. I thought this was in a live dev blog, could be wrong though.
That would be from the most recent live dev blog. Specificly: Originally by: Mindstar ...some of the tech 1 modules have changed in volume and the mineral compression ratio in them has changed a bit. What exactly was the logic behind this and is there anything more planned for this? Is this last we're going to see these modules or how does it proceed from here?
Originally by: Hammerhead Well first of there are couple things that we need to address. Like plain old modules (tech 1) are still dropping in the loot, so we're probably going to remove player buildable modules from a lot of the loot tables... so that you aren't getting just crap. ...
From that I am guessing it is their intention to replace the T1 stuff in the loot table with the worst named.
Worst named would then in some cases carry extra value over T1 because of its mineral compression. While T1 would have the advantage of being manufaturable in locations where logistics makes it easier than shipping in named items.
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Nicole Maher
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Posted - 2008.01.16 23:25:00 -
[14]
I approve of the removal of plain jane T1 items from loot drops. All your ore and ice are belong to us. :) --- freighter for hire, evemail me. |

Caliwyrm O'Libr
Red Eye .Inc.
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Posted - 2008.01.17 03:11:00 -
[15]
Originally by: Nicole Maher I approve of the removal of plain jane T1 items from loot drops.
I must be missing something. Producable T1 loot is often the last choice of the desparate considering all 'named' loot is better. Unless producable T1 items are boosted why would anyone want the worst mod in the game when there will be numerous better options out there?
And does this mean that mods like Remote Sensor Booster Is will still take 100m3 cargo? =======
Talk is cheap because supply always outweighs demand.. |

Svanna Gulmi
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Posted - 2008.01.17 09:44:00 -
[16]
I get through hundreds of T1 mods a week...... Making T2 mods It'd be interesting to see what happens to the market if T1 loot was removed from wrecks.
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Midas Man
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Posted - 2008.01.17 11:31:00 -
[17]
Originally by: Svanna Gulmi I get through hundreds of T1 mods a week...... Making T2 mods It'd be interesting to see what happens to the market if T1 loot was removed from wrecks.
You would A) have to start manufacturing T1 items aswell. B) Buy T1 items from a T1 Manufacturer at a price they are making a profit from as there is no longer any dropping.
I'm sure this would make manufacturing a much more lucrative career than it currently is. And would give new manufacturing tyope players a way to make money without months of training to get invention/T2 Manufacturing going.
It may also increase demand for minerals which may help miners out, well atleast until the Macroer's notice and setup more accounts.
And couldn't CCP do something about macrominers surely they could put some coding in that spots macro software and removes it or blocks it from client similar to antivirus/antispyware software. Not a proggrammer at all so not sure if its possible. but if they could come up with something they could resell it to all other MMO's to reduce there losses from lack of game time sales to the Macroer.
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