A significant update to Industry

Waste was required.
It does not add tedium at all. It does not add complexity either : if you want MORE yield, you also should have MORE waste. You plainly balance yield with waste. There is ZERO tedium added.

At this point your post only contains lies. I’m done talking to an idiot who keeps repeating stupid things.

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The way I see waste is like the changes they made to refining a while back.

Players use to be able to hit 100% refining efficiency without even training skills to max. Then CCP changed it so that, in HS, with max skills and implant you only get around 78% efficiency. This would seem like you lost minerals, but they increased the amount of minerals in the ore to make up for it. Now if you train more, get the implants, move to null, you can increase your refining efficiency over what you use to be able to get.

The waste system did not change your yield, but instead it decreased the amount of ore available in space. At the same time, they doubled the amount of ore available everywhere. So initially, T1 was the same as it was before, but if you trained more and bought better gear, you could have more available ore than before. Then they changed the T1 waste system, and now its more like the higher the yield, the higher the waste. Now it becomes a cost of increasing short term earnings.

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the only time it would be a short term earnings expense issue at all would be for rare resources like mercoxit, r64 and to a lesser degree R32. For anomalies, ice, belts and R16 down, there is always more of it. (for moons you just drill more oft hem) This is also sort of the case with mercoxit, but everything else has to be cleared first as well. But for those rarer resources, you can mine them with T1 or low waste crystals and there is so little of it to mine its not like you are spending that much time to mine it at max efficiency.

Strange things to say when it’s nothing like what it was designed to be , were high skill levels were rewarded by less effect .

The feature that was released is nothing like that , in fact the opposite it punishes better skills and equipment . Go figure :thinking:

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The first iteration wasn’t like that but enough people bitched and complained that they switched it.
Higher tier modules now have much higher yields while also having waste.

Initial release was going to have T1 with 100% and then T2 with 34% waste. Which made sense as T2 is better so it should have higher yield and lower waste, but enough nullbears complained so it was changed.

invoking the ‘complexity for the sake of complexity’ argument, or the ‘weaponized inconvenience/tedium/click fest’ argument is really an invalid argument when it can actually apply, but in what you are referring to, it isn’t applicable at all.

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Sure it is. You want to actually gain total yield over scarcity numbers? You must run t1 and stay in the belts much much longer. Thats pure tedium for no purpose other than to be tedious. They added waste to counteract the doubling of the scarcity sized rocks. They forgot that eve players min max everything and would absolutely bar newbies from mining good ore because of waste. They buttfucked all functions of mining frigates because they dont understand what those ships are meant to do. To there credit, they fixed it after everyone’s heads exploded. Mind you, the rocks are still a tiny fraction of what they were, and even boosted barges were never the problem. The last accurate mining graph I saw showed the moment they decreased rock size the rorqs stopped undocking. That very moment the glut of incoming minerals ceased. Rorqs were mining several orders of magnitude more than ever other ship type combined until that day.

My point that waste was, and remains, useless at best stands. It was never necessary. We already had many variables that could’ve been tweaked to balance what and how quickly minerals are coming into the game without making the most boring ■■■■ you can do in this game punative for progressing.

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that statement is entirely false. Even using tech II B type crystals, the waste probability is 64% which makes it a buff to the ore supply. If you do choose to use tech I, then nothing changed for you from the way it was before.

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That statement is also entirely false.

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If you thought the quantities of ore were going to go back to what caused this problem in the first place, I have absolutely no idea what you are doing.

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you dont seem to have a point at all, you are just complaining

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Being unnecessary does not mean being useless.

Waste was needed to provide gameplay choices. Before it was dumb because you had plain “better yield” which was … better on every angle.

Now better yield is better at amassing resources, but worse at extracting an area. Which is balance.

that being said, I did not realize how stupid you were. Let me take another road to your brain :

BEFORE : NO CHOICE SO NO BALANCE
NOW: CHOICES THAT MATTER SO BALANCE

MMO NEEDS BALANCE

SO WASTE WAS REQUIRED FOR MINING GAMEPLAY.

I hope (but don’t expect) that this may get it through you entitled whiner skull.

A good argument made in an unnecessarily aggressive manner.
Perhaps you could choose to find the source of your anger and address that; thus bring balance to the force.

Personally I agree with Ranar, the insertion of the waste mechanic was unnecessary. Perhaps it was politically motivated, although I have no direct evidence of that.
But, I would like to see how they develop and refine the mechanic to do what you claim it is doing.

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First, the problems were caused by rorqs existing. Not large rocks. Nothing else was scalable on that level per individual toon. The moments the rorqs docked was the moment they’d achieved balance. Everything beyond that has been, at best, overkill

Second this thread is not about the wasteful and limiting mining changes. It is about the incredibly ridiculous, hyper tedious, gatekeeping industry changes made to t1 bs and all faction subs. It’s objectively bad.

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No.

What?

A change was needed, was it this change? Not necessarily, but a change was needed nonetheless. Capitals should have their own tier of building, faction ships need their own tier of building and battleships it could be debated whether they need a separate tier of building or not.

Funnily , you stated the exact opposite in your previous post :

Where you complain about the “tedious” of waste.

That’s only true if you consider rorqs should not be used. If you consider that everything must have its role in the game, then you need to power down the rorqs, while still making them a possible (and powerful) choice.

Basically now rorqs should only apply their yield to capital-sized mining fields :smiley: If they want to mine a small asteroid, the waste quantity will go before the actual mining, making them completely useless at mining small roids - while smaller ships with less cycles and / or less waste will be more efficient in that way.

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I allowed myself to be drawn off topic. Check the title of this thread if you’re having trouble.

To T1 and faction subs? That’s highly debatable.

Well if you allow yourself, then no reason to order other people to do otherwise.
You can not talk about something then pretend other people can’t point out at how wrong you are, just because it was not the initial topic.
That’s just dishonnest. What you said was off topic AND wrong, eg when you pretend waste adds tedious.

That’s exactly what he says in that post. Can you even try to actually read a post past its first 4 words ?

No, its not debatable. Pirate and navy ships were entirely broken. All pirate ships are massively better than T1 ships while they are also exactly the same build cost to produce, most of the navy ships were also massively better other than the ones that just have problems, but those are problems with the hull and not the build.

The way you are complaining about producing T1 battleship hulls really makes me think you probably have not built one.

Pirate/Navy ships are much better than their t1 counterparts.
Navy ships are just an upgraded version of T1s so really for the Indy side of things maybe a new item or two based on each individual faction should be required.
Pirate ships are a combination of 2 races. So for the indy side requiring each specific race item, then also require a specific pirate item. That would makes sense.
Pirate/Navy ships are NOT T1 ships and should have more advance/complex levels of industry to reflect that.

Battleships as I said can be debated. They are T1 ships but they are also battleships. They’re suppose to be the biggest sub-cap and the primary ship in engagements (suppose to not required). They have more advance systems than cruisers/battle cruisers and the industry should reflect that (which is what CCP is trying to do)

for myself I have actually found T1 battleships easier to build now from the mineral reductions. Its easier for me to farm P1 (which is zero effort) and mine R4 than it was to mine and import the amount of minerals formerly required for the hulls. If I didnt have access to the R4, I would just import it, but I do have access to it and it just more cost savings over the way it was before