Eve improvement ideas

And in my opinion there is nothing wrong with that.

Look I get your desire for basic manufactured items to be desirable and therefore for new players trying to go industry route doing this as their first step.

Problem is that it just can’t work. In past it kind of worked because the price of manufactured items was lower than price of meta modules. But if the t1 is equal or better than meta, then players will (rightfully) complain about that. Why is something that can be created in unlimited amounts better than something that drops from NPCs that players needs to kill. If meta modules are equal or worse then they don’t have to exists at all.

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CCP can’t find its own butt with both hands and map.

Missions are something of a cluster ■■■■ that CCP hasn’t touched in 20 years. Ideally, non-FW Empire missions would be against the primary enemy pirate faction of that empire, and then FW Empire missions can have all the opposing empire missions.

Ex. Serpentis for Gallente, and Blood Raider for Amarr for non-FW missions. Then FW mission givers would give Amarr vs Minimar and Caldari vs Gallente missions.

Pirate mission givers will still aim for their Empire targets as they currently do.

Yes, you understand me correctly that I would like to see noob industrialist products also desirable.

And i understand that you want meta modules stay where they are as more powerful version than infinitely buildable version

My solution admittedly would affect compact version of those modules, sacrificing that type of module would give noobs more content. Compact because its most desirable type due to usage in tight fits and by low skill players and almost all modules have that type

Also making other metas buildable and by having invention + extra materials as extra steps would introduce them industry 1.5 before moving to T2 (I am aware that with battleships CCP wanted to do this). Those modules would be still more expensive than getting them from NPC wrecks but it would make sense to do in regions where appropriate rats dont drop said module and you dont want to import. (it would be like alternative reactions (unrefined) for moon materials, less efficient way to get desired product)

I consider it as a new idea, would you like me to somehow pin, link it at top of thread so all ideas would be at same place and people dont have to scroll/read all the posts?

idea as for missions you dont get missions against other empires except for FW missions, so you would not destroy your stadings

If supply of meta module is too low CCP can increase drop rates and change the regions they drop in. Meta modules are good for reprocessing and are a fun part of the game to collect either for reselling to fitters or simply scrapping for minerals.

Meta invention or meta bpc drops is interesting but ratting and mission running already provides these with gameplay. PVPVE gameplay of taking down rat/faction stations that drop bpc’s might make sense though it might aswell drop the modules themselves just like rats already do. Maybe there could be more variety of meta modules that are on a t2 level that have more drawbacks and bonuses it would have to somehow make sense to fill an niche, there is no need to dumb things down in this way. Abyssal do this in a way giving huge variety of drawbacks and bonuses.

There are already so many of these dang modules dropped, simply increasing the speed that and mtu or tractor unit functions at would increase the supply of these. On the topic of loot, I don’t think a rat battle ship should be dropping 1 metal scrap worth 1,000-5000isk, the bounty of a frigate is already more than this. I understand the modules dropped can be worth a few million in repro, but the metal scrap a bit ridiculous. Is metal scrap just a collectors item? Check out my stack of 2 million metal scraps in Jita :).

Current meta modules supply is not too small, I also have hangars full of them and I mainly use them to get minerals by reprocessing. Problem that I want to solve is to give more things to beginner industrialist to build that are actually useful and can be sold on market. Only sellable things novice industrialist can currently build are T1 hulls and ammo, cap boosters (maybe there are some more categories).

I consider having more variety as a new idea, if you want it to be added to list you need to expand it a little, what variety you would add.

A brand new noob wont have the faintest idea what meta even is, or what the stats differences betwen T1 and meta even mean. They wont know what a ‘compact’ module is, and I’d say are less likely to go for anything with some long winded name with F-S9 in it. And that is precisely what T1 is there for. Other than for very specific and deliberate low cost fittings, most people move on to T2 within weeks…and meta is useful even for skilled people when T2 just wont fit.

I have hundreds of T1 items at Jita from when I was a noob. I guess its time I sold them…..but I don’t expect to get rich from it.

Then why do you give them money?

:rofl:

That’s frankly lack of imagination or research if you think that’s all there is. If your problem is that a new industrialist doesn’t have anything to produce that’s ‘sellable’ then I don’t know what to say. Game is full of items anyone can turn profits on, there’s nothing to complain about in that area.

Get out of highsec and there’s lots a beginner industrialist can build for a corp. Big ships take lots of small components that industrialists usually have alts to make, but if they can dump some of that production to newer miners, it frees the factory lines of those alts for other things. Not only will a beginner industrialist make money doing this if they acquire their own materials, but they’ll fell useful as well.

You know where the door is. EVE is a marathon, not a sprint. No one stops you from doing other things in the game while your factories work. And PI you can absolutely scale from an 1-week activity down to having extremely short cycles that require attention multiple times a day. It isn’t different from buliding with blueprints. And it guarentees a basic income with relatively low investments and reasonable risk attached. It teaches you basics about relations of products and how the market works.

Looks to me like you are the next guy trying to argue from his personal autistic position ‘but I want to do ONLY THIS in the game!!!’… you are never ‘only an industrialist’, this game is all about making relations with other people, combine efforts, getting things done much greater than what you can do alone. And there is an endless number of opportinities for a new player here, even if he wants to focus on ‘building things’. Can’t become a tycoon in 3 weeks, live with it or go back to Minecraft.

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The only thing he wants to do is get rich quick and easy.

Okay, I can see a world where this works if the t1 modules have compact’s fitting requirements lowered.

Then meta modules will always require more PGU/CPU (for guns that is already the case I think) and the compact meta modules will no longer exists. Then, where there are multiple metas (like the warp disrupt case) nothing needs to be done, there where is only one meta (like the weapon upgrade low slots) which is currently compact, it gets renamed and loses its fitting requirements bonuses and keeps only the dps/rof/whatever else bonus it has.

Such design would remove current inconsistencies with compact modules where some are having only fitting benefits and some have extra bonuses on top of that and the fact that not all modules even have a compact version (guns). And it would make t1 manufactured modules more desirable to use.

But you know… devs don’t read this forum, in fact they do not implement anything that players suggest. Maybe with exception of CMS members I don’t know, but that “feature was suggested by players” in patch notes is a scam. So even if you ideas were great, they will never be implemented anyway.

A Catalyst, some Neutron Blasters and a few mates knowing where to find Barges with ORE miners could grant him that wish. :rofl:

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We all want that, let’s be honest.

:innocent:

The whole point of these whine threads is that they don’t want to put out any effort, and that’s more effort than they currently put in.

:rofl:

The quickest route to that is to mine Walletanium.

I must say Vokan Narkar understands what I want to say.

but I also understand why devs probably wont read this forum and mark down some ideas maybe to implement since I see rest of the crowd and they probably see that as well as waste of time reading forums.

All that gatekeeping and resistance of every change idea without providing decent reason why its a bad idea.

Not all resistance is because people gatekeep.

Sometimes it’s just resistance because they’ve seen the same bad posts before, and more.

If you ask me, try not to put 16+ unrelated ideas in a single suggestion thread. Many of them likely have been discussed before, a bunch of them flawed and your thread will then only be about one or two details rather than ‘all of them’ because people simply won’t have time or the energy to discuss all of your points.

But as you asked us to shoot holes in ideas, let me shoot holes in a couple more.

I think this goes beyond what the game should offer.

Pyfa is an incredible tool, but it’s not very new-player friendly to show that tool with all it’s (useful) bells and whistles.

If you ask me the game ship fit simulator should do the basics, as it does, and make it as user-friendly as possible which it does with suggested fits and warnings against common mistakes.

If people wish to do in-depth simulations they can use other out-of-game tools like Pyfa. I love Pyfa and use it a lot, but I do not think the game would become better if Pyfa was part of the game as it is. For one, it looks as functional as it is, but that is not the polished state you’d expect if it was part of EVE.

I’d prefer if CCP focuses on the main game and all the parts that are necessary for it instead of trying to incorporate all the third party tools as well. Better use of their time (and my subscription money).

This defeats the reason in-space compression was added to the game, which was meant as a way to increase both risk and reward of mining by increasing the rewards of putting the mining support ships in siege. Mining fleets can benefit from the incredible advantage of compression, but only if their most valuable ship locks itself down, which is a big risk.

If any miner can simply get these rewards of ‘compression’ with a deployable there’s much less reason left to put your Orca or Rorqual in siege.

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Thank you for proper answer

All ideas in same post so people dont have to read 16 different threads and all on top. My hope like I said is maybe dev sees it and can bring in their discussion in their next idea brainstorming meeting, also people can add their own

About Pyfa, my idea would be basic stays and there is additional button “advanced” where you can see more info, like in Pyfa (CCP own version of it ofc), Having to relay on 3 party tools tells that EVE can be improved. It would not be something unheard of, 2D map similar to Dotlan comes to mind.

Having experienced both fleet mining with boosts + compression and solo mining I must say gap is too big and compression is big part of it. I feel its in the point where there is no point for solo miners and exploring/wandering miner gameplay is nonexistant since if there is no station to unload your minerals then you mine maybe 10 min after that you must go search place to drop it off. Quite difficult in 0.0 or deep WH space. Having deployable that you will probably lose when pirates show up keeps the risk somewhat (lets say 50-100mil loss for unit) and having it personal so it would not replace compression for entire fleet that orcas ect. provide. Also you still dont have boosts

otherwise very good point arguing against risking ship in siege