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Urho Kaleva
Caldari Please Enter Password
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Posted - 2009.02.19 15:14:00 -
[31]
Yes, mining needs similar thing that happened to travelling with the introduction of "warp to 0". It made it much more fun but did not eliminate the afk-travel either.
Can you overheat mining equipment currently?
ps. "what they say about great minds is that they drink Absinthe" _ .. _
.Corvus Corax. |

Thenoran
Caldari Hegemony Enterprises HEGEM0NY
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Posted - 2009.02.20 09:52:00 -
[32]
I don't think you can overheat mining gear, but it would be rather pointless as you might be able to get a little more yield on one cycle before they overheat completely. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Reven Cordelle
Caldari School of Applied Knowledge
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Posted - 2009.02.20 11:27:00 -
[33]
Good idea - makes Mining a more valid profession rather than what most people do to turn a buck whilst doing nothing else.
Could be hard for CCP to implement - but would definately be worth it in the long run, especially concerning market prices for those "Real" Miners who do nothing but mine.
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Tamahra
Garoun Investment Bank
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Posted - 2009.02.20 11:34:00 -
[34]
im all for this idea or a similar way to implement that into the game. mining is way to boring
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Vherr Arkhar
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Posted - 2009.02.20 20:28:00 -
[35]
Edited by: Vherr Arkhar on 20/02/2009 20:28:46 How about something like:
While mining an asteroid sometimes pieces break off that are either going poof soon or are worth a sh*tload of iskies. Only thing: you have to "catch" them using a tractorbeam or something. :P
(not the oney that go poof, tho! be carefull!)
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Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
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Posted - 2009.02.20 21:09:00 -
[36]
I love this idea. Anything to make mining less boring. :-) Mrr? |

VoiceInTheDesert
Diplomatic Disruption Chain of Chaos
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Posted - 2009.02.20 21:27:00 -
[37]
I like the idea. My proposal for yields would be for the veins of ore to be the same as they are now and have the useless rocks be useless rocks with a max of like 10% yeild by volume compared to the ore in the veins. Kinda like scrap metal when you're salvaging.
This will greatly hinder the macro mining issue as well...especially if you introduce it into Ice mining.
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Thenoran
Caldari Hegemony Enterprises HEGEM0NY
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Posted - 2009.02.21 12:10:00 -
[38]
Originally by: VoiceInTheDesert I like the idea. My proposal for yields would be for the veins of ore to be the same as they are now and have the useless rocks be useless rocks with a max of like 10% yeild by volume compared to the ore in the veins. Kinda like scrap metal when you're salvaging.
This will greatly hinder the macro mining issue as well...especially if you introduce it into Ice mining.
Hmmm, adding useless roids might not solve the problem if the macro miners adjust their actions to not mine them, but anything that helps against them is great.
For Ice Mining it may be a little more difficult due to the size of unit of Ice being 1000m3, but as mentioned before you could possible mine Ice Shards or something like that. ------------------------ Low-sec is like sailing along the coast of Somalia...
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Karentaki
Gallente Oberon Incorporated Morsus Mihi
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Posted - 2009.02.21 12:33:00 -
[39]
Originally by: Thenoran As you are managing your lasers, your client keeps track of how efficient you are with your mining lasers. At the end of the cycle, your client sends a single message to the server, where it simply returns a value (a percentage) of how efficient the player was.
I can understand the logic behind such a decision, but I can guarantee you any half-competent programmer or hacker could EASILY alter or fake the client data being sent to get 100% efficiency while AFK. This is the same reason that in first person shooters hits are calculated server side rather than client side. One of the basic tenets of networking programming is that you must always assume that the client is compromised by hackers who can actively alter the data being sent in real-time.
The only solution to this would be to have the client send messages of the direction the laser is pointing every second, then allow the server to calculate your percentage efficiency.
Quote:
EVE is like a sandbox with landmines. Deal with it.
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Thenoran
Caldari Hegemony Enterprises HEGEM0NY
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Posted - 2009.02.22 20:17:00 -
[40]
Originally by: Karentaki
Originally by: Thenoran As you are managing your lasers, your client keeps track of how efficient you are with your mining lasers. At the end of the cycle, your client sends a single message to the server, where it simply returns a value (a percentage) of how efficient the player was.
I can understand the logic behind such a decision, but I can guarantee you any half-competent programmer or hacker could EASILY alter or fake the client data being sent to get 100% efficiency while AFK. This is the same reason that in first person shooters hits are calculated server side rather than client side. One of the basic tenets of networking programming is that you must always assume that the client is compromised by hackers who can actively alter the data being sent in real-time.
The only solution to this would be to have the client send messages of the direction the laser is pointing every second, then allow the server to calculate your percentage efficiency.
That's a possibility, though how the actual execution of Precision Mining is done is up to CCP to find out.  ------------------------ Low-sec is like sailing along the coast of Somalia...
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.03.22 20:48:00 -
[41]
One addition this, Pressurized Gas. You'd micro-manage your Gas Harvesters around a pocket, mining it in a specific way so that the Gas can be compacted into Pressurized Form. As with regular Precision Mining, doing this will significantly reduce the volume of the Gas you mine. ------------------------ Low-sec is like sailing along the coast of Somalia...
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newdok
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Posted - 2009.03.25 06:25:00 -
[42]
Originally by: Karentaki
Originally by: Thenoran As you are managing your lasers, your client keeps track of how efficient you are with your mining lasers. At the end of the cycle, your client sends a single message to the server, where it simply returns a value (a percentage) of how efficient the player was.
I can understand the logic behind such a decision, but I can guarantee you any half-competent programmer or hacker could EASILY alter or fake the client data being sent to get 100% efficiency while AFK. This is the same reason that in first person shooters hits are calculated server side rather than client side. One of the basic tenets of networking programming is that you must always assume that the client is compromised by hackers who can actively alter the data being sent in real-time.
The only solution to this would be to have the client send messages of the direction the laser is pointing every second, then allow the server to calculate your percentage efficiency.
I'd just like to put my two isk on this. though i don't think client side is the way to go (though offline mining could be fun...), i think the client side thing could potentially be implemented with some sort of prover(client)/verifier(server) system, where the client sends the commands and the server verifies that they are legal... of course you still have to make the challenges or macromining will just become more profitable... also not sure that would have the desired efficency increase...
[though if we remove all do-nothing-but-hit-the=inventory-server miners from the game, i wonder how much that would improve lag?]
...anyways, yay computability...
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Thenoran
Caldari Tranquility Industries
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Posted - 2009.04.08 20:31:00 -
[43]
Originally by: newdok
Originally by: Karentaki
Originally by: Thenoran As you are managing your lasers, your client keeps track of how efficient you are with your mining lasers. At the end of the cycle, your client sends a single message to the server, where it simply returns a value (a percentage) of how efficient the player was.
I can understand the logic behind such a decision, but I can guarantee you any half-competent programmer or hacker could EASILY alter or fake the client data being sent to get 100% efficiency while AFK. This is the same reason that in first person shooters hits are calculated server side rather than client side. One of the basic tenets of networking programming is that you must always assume that the client is compromised by hackers who can actively alter the data being sent in real-time.
The only solution to this would be to have the client send messages of the direction the laser is pointing every second, then allow the server to calculate your percentage efficiency.
I'd just like to put my two isk on this. though i don't think client side is the way to go (though offline mining could be fun...), i think the client side thing could potentially be implemented with some sort of prover(client)/verifier(server) system, where the client sends the commands and the server verifies that they are legal... of course you still have to make the challenges or macromining will just become more profitable... also not sure that would have the desired efficency increase...
[though if we remove all do-nothing-but-hit-the=inventory-server miners from the game, i wonder how much that would improve lag?]
...anyways, yay computability...
I'm sure there's some way to send the information safely without causing too much lag. Random checks every so often would make it a lot more difficult to start with. ------------------------ Low-sec is like sailing along the coast of Somalia...
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