The other main interest is this. The older systems.
2020 having a focus on yield…while 2021/2022-> 2025 has been yield/residue. With players voting with their pockets and ships for no residue. The new system appears on the surface to focus on cycle times. When probably a simple addition of mutaplasmids + bonus mechanics would have spiced things up.
The other major issue will come about because CCP will probably look at the data of yields within the next few months and make a decision to down tune mining further. The yield to cycle ratio with barges is a bit broken. And this is compounded by fleet boosting.
For the mining lasers its become much tighter on tolerances both in mining yields and potential problems if CCP tries to “adjust yields.”
These adjustments compound. And if you add an RNG mathematical system to the mix, this could mean if something in the program isn’t working correctly, it might be harder to spot the problem. If your stats are quartered it means any mining upgrade skills are going to have much smaller effects on the mining equipment involved as well.
The idea of Stocastic Rounding or Probability needs to be done to the bonus yields. Not the actual cycle yields. People need to have a sense of certainty of how their mining ship will work. Which the older systems provided a specific way to cross check any CCP changes. This current system has some issues and problems that are going to compound going forward. Its easier to balance/change a system that is more grounded and we know specific stats and interactions.
That being said, this system has alot of moving parts that can go wrong. Some items are showing the system is not exactly matching claims of everything being “the same” as before. Some items are overperforming, where as others are underperforming.
I also do have some concerns of potential omega lock of mining. Making it even more of an Omega concentrated activity.
The skill system due to the downside also has less impact on yields than before.
Cycle times although artificially brought down by a quarter of old totals. This situation could have been adjusted by unique modules that would grant more functionality (cycle speed/ yield volume/ range) which would allow for more granular fitting and specialization of the Mining Hulls. Currently the changes are focusing more on concentration into specific hulls.
I also have concerns that the Hulks in particular due to these changes are a bit over torqued. Getting down to 23sec per cycle. And from what I can see a Rorqual boosted hulk is throwing down at 16secs. (Under certain circumstances it goes even lower like 15.6 sec A2 and 12.5 sec B2) Although in some situations you might not even need Rorqual boosts (Edencom systems) . Which aligns with the stream evidence of very fast repeating bonuses. Which will mean they will be either the target of a future nerf or adjustment. Also the rounding mechanic is showing people things like 6% chance for Bonus in game, but in Pyfa and other information its 5.7%.
Its one of the many issues of this patch that I find a bit of a problem.
Concepts like failure fitting IE now you can build fits with failed abyssal roll materials. And how things like the gas mining side of this equation hasn’t be adjusted or modernized.
The T1 and ORE Deep Core Mining lasers are still stuck on 150Tf fitting…so they can’t be used on ships like the Ventures, Prospect with any really good efficiency or yield tuning. Due to the punishing CPU penalties. 9.38% at max skills…stacks very fast. And it doesn’t count the 200+ TF CPU failed rolls. This would be the smallest change, with largest meaning. And would ruffle the feathers the least. Allowing people to get into Mercoxcit without the fitting issues of the current systems. Going from 150Tf → 95Tf per deep core mining laser would be the most simplistic change. (Ironically the purpose of the original Venture post before it was put into this forum thread.)
Now that said, alot of equipment currently is going to have issues from this point forward. Also with lower yields this means some of the AIR program material is also going to be slower for the newbros to complete.
The Destroyers are another headache because the yields are far lower than the mining frigates. Even with +1 Mining Laser. Weirdly enough Catalyst has been a subtle buff to drones, which were kind of off the table due to their residue. But they collect alot larger materials per cycle. Which is offset at longer ranges (travel time) but at closer ranges they are fairly useful. But it feels counter intuitive that the destroyers seem to be more drone mining than intended.
The other issue is a recent patch has introduced some problems with collision models with the mining ores as well. You can get hung up on ores…which means you might not be able to warp off..this also means some ores like Mercoxcit which requires much much closer ranges than normal. Are both going to get you killed by the pollution cloud-due to collision model and rock size making the pollution cloud stand off further. (which doesn’t have a damage notification still) or hung up on collision model, IE you get hung up and can’t warp away.
In Ice Mining ironically the new system actually is a pretty nice buff for the Endurance. Although you can end up with some situations where you don’t get bonuses over a hour plus. Even with very good rolls and very high fleet boosts. Usually its 1-2 per cycle. If you have an abyssal T2 ( you can reduce the residue chance to about 11% (sometimes sub that)) Sadly there hasn’t been any upgrading of the Prospect as a secondary ice mining platform. (too long in cycles…even the Perseverance makes more sense) Its the other major hull that can field ice mining lasers.
There are a few different ways all of this could be handled.
But I have my concerns that we will have unintended consequences especially with the Stocastic Rounding system. Especially the possibility of any future adjustments probably causing yields to be higher or lower.