Edit: does this mean you’re increasing mineral supply here? Not the moon mining fancy types, but also the common types like Tritanium and others? Why is there no ice in those moons?
And once again, CCP kowtows to the null sec cartels.
CCP has the game mechanics now to create anomalies that respawn randomly if they are mined out or time out after x amount of days.
But no, instead of actually make mining something that requires effort, you maintain the same static methodology. And yes, I read the part where all moons of value will be redistributed, ONCE.
What will happen is the cartels will scramble for a few weeks locating all the new profitable moons, establish control, and the ISK printing begins again.
Digesting the information now. Will have more comments later.
One question – one of the huge irritations with moon probing is that if you leave system or dock, you not only lose all your accumulated probing data, but probes in progress are lost. Is there any love for making this information a little more durable? Even having it retain information and/or report on scans in progress while you’re still logged in would be a huge increase in QOL.
would this not require much more man power to actively go out and mine each moon belt on schedule in order to maintain control rather than a small group of people passively generately minerals out of dozens of planets with no work?
What will happen is the cartels will scramble for a few weeks locating all the new profitable moons, establish control, and the ISK printing begins again.
Probably, but with an active moon mining process, the cartels won’t be able to exploit moons outside of their own modest tantrum radius. The new design is far friendlier for smaller moon havers. It isn’t going to be a panacea, to be sure, but it’s a better shot than small guys have had at any point in Eve’s tenure.
This is no different from previous changes / interventions in these matters from the past.
It increases the pressure of using demographics as a resource with a big new variable of additional capacity in case part of the resource network comes under pressure. To name just one thing.
In theory this provides room for smaller niche groups. In practice it’s the same push for economics and organisation of scale. Thus decreasing the room for smaller niche groups - we once thought that might be a gradual process. After an impressive amount of years we by now know that goes pretty damn quickly. Especially since in low they will become exposed to the same push factors as in null.
In theory this provides room for smaller niche groups. In practice it’s the same push for economics and organisation of scale. Thus decreasing the room for smaller niche groups - we once thought that might be a gradual process. After an impressive amount of years we by now know that goes pretty damn quickly. Especially since in low they will become exposed to the same push factors as in null.
The problem here is that the scale is artificially constrained by jump fatigue. You not only need the manpower to mine, you need to provide an increasing amount of security for the miners. This means Force Auxiliaries and (super)carrier escalations. These escalations are limited by jump fatigue. Because of this, there’s a huge dampening factor on how far a single group can scale.
If they wanted to become like null, they’d move to null.
They want go PvP, not PvE. There are many of us that find PvE so boring we never do it.
This system forces PvE on people with no interest in it at all. Especially mining. That’s the least engaging, snooze fest in the game. Adding more of a boring mechanic into the game doesn’t increase engagement. It just increases boredom.
No it doesn’t. I won’t bore you with 2k years of real world examples, look past the mechanical aspects of it.
On the contrary actually, not only does it reintroduce meta aspects which are now totally meaningless because every pixel is plannable and calculabe up to and including what player X and director Y will do given Z circumstances and V feature option. It provides a dynamic range of stimuli which expose the organisational level of gameplay to not just mechanical but also behavioural entropy.
Aka, it’s the exact kind of thing needed to reintroduce the ■■■■■■■ butterfly. Which admittedly we the players killed, though CCP has to suck up a big part of that responsability equally.
No butterfly, you get Star Trek Online. Now where’s the fun in that.
How the ■■■■ do I quote people in this thing, sigh.
Jump fatigue is a non topic. Strategic asset reserves is nothing unusual, has existed for years and years. People will min/max the ■■■■ out of everything they can calculate for.
The dampening factor on scale of operations is not jump fatigue, it’s that the top feeders like the status quo. Insert ledgers and taxation potential, greed becomes a perverse behavioural effect. With the result of expanding feeding grounds. And since the top and old dogs like their easy entertainment, flags and status quo, that’s at worst a matter of napoleontic warfare.
That’s the thing. The model of null optimal organisation for finance is coming to you. Whether you like it or not.
Yeah, you’re right, this forces gameplay on you which you do not like. So you make a choice to compensate for that. So that you do not have to do it, you need someone else.
Follow the model from there, and it will become clear what that will look like a year after the changes.