@CCP_Rattati @CCP_Psych
Hi guys. I wanted to formalise some feedback that ive already discussed in this thread with others but figured its probably got lost in replies and banter and whatever else. This is in specific relation to the WASTE FIRST mechanic and the behaviour that all the waste is taken from the asteriod before a players yield is. This has a some consequences which may or may not be intended but i think are worth highlighting.
First in relation to mission running. I know this has been highlighted however because of the waste first mechanic I dont think its simply a case of doubling the rock size. Take a mission where a player needs to mine 5000m3. that suggests a doubling of the rock to 10000m3 to accommodate T1 modules and their waste. So say a player has a cycle with a 1500m3 yield.
Cycle 1 - 1500 waste; 1500 to hold; 7000 left on the rock
Cycle 2 - 1500 waste; 1500 to hold (3000 total) 4000 left on rock
Cycle 3 - 1500 waste; 1500 to hold (4500 total) 1000 left on rock
Cycle 4 - 1000 waste; 0 to hold (4500 total mined and mission cant be completed)
While i accept that the last cycle could be cut short it would take some skill to hit 50% exactly to ensure to get the 500 ore. And many players running these missions might not be cyclers.
Now i know im using made up numbers here but the point is that with the huge amount of combinations on skills, ships modules and implants player yields could vary signifcantly so unless there is sufficient ore in the rock above a doubling of the quantity needed its possible for the mission to be mathematically broken as a result of waste first.
The second issue id like to raise for your consideration on the waste first mechanic is end of life asteriods and t2 modules. If we look at an example where there is 1500m3 left on an asteriod after the rest of it has been mined and a player with t2 modules has a 1500m3 yield. Now as i understand it there is a 34% chance that waste would be generated. So we are in a situation where running that last cycle is pure rng.
We can set a cycle but if we roll for waste we dont get anything from the asteriod it would all be consumed to space. Now i get over the long term we should mostly get the ore from this asteriod and it balances out long term. But it just feels like a stealth nerf in that the last cycle of an asteriod where there isnt much left will have a 1 in 3 chance to return nothing.
Thats not going to sit well and EVE players will likely look for ways to minimise the risk of wasting rocks. So in the example i gave above it may be that the miner thinks its more efficient to run a half cycle and aim for 750 Ore so that in the event it is a waste roll he/she gets half the ore and the rest is waste. But what then happens if there is no waste. We now have a smaller asteriod with the same dillema and then its probably worth just moving onto the next rock and leaving the tiny rock as it cannot be mined predictably or effcieintly.
T1 modules while more wasteful at least have a behaviour thats predictable allowing a miner to predict and plan how a rock will be mined in relation to cycles to minimise waste on the last cycle on a rock. But T2 modules having this RNG element set up instances on the last cycle on a rock where it will be very difficult for players to predict, plan and be effcient.
This may be functioning exactly as you intend it to but i suspect that its going to be extremely annoying for players on asteriods where the remaining ore is comparable to their cycle yield.
Wouldnt it be fairer all round to just implement the waste on a 1 unit mined 1 unit wasted basis and instead of taking all 1500m3 of the ore as waste before giving anything to the player its automatically split to 750m3 mined ore 750m3 waste? It would help with the mission issue above also as it would at least then give you the comfort that edge case t1 mining setups cant mathematically break the mission.
I hope you give this some thought. Thanks.