It is axiomatic that an increase in attained skills, should result in a benefit, and that there is a reasonable relationship between time/effort expended skilling up, and the degree of that benefit. Earlier today I counted circa 43 consecutive mining cycles with no critical hit, and absolutely no relationship between the amount gained through crit hits and that lost in residue, despite having all relevant skills at 5. The wording of “Mining Exploitation” and “Mining Precision” is a little ambiguous, as it could be per turret, or, an overall chance on a pair of lasers. Either way, assuming it starts at 1%, then it’s reasonable to interpret that the 25% increase in chance is likely to be a minimum 25% or 1 in 4 cycles at the most disadvantageous interpretation. Thus over 40 cycles one might reasonably expect around 10 crit hits. Seeing around 43 pass without result caused me to watch further cycles even more closely. Around 1 in 20 or so seems to be roughly average. This is not by any yardstick a fair or reasonable effect for the 2M or so skill-points expended. I fully understand that initial implementation requires caution, but this cost/benefit is wholly illusory, effectively a scam.
Mining is currently suffering other issues: I believe that it is reasonable to expect that the more specialised and more skill-intensive a game feature is, the better it should perform, relative to items that are more general and less specific. In mining terms, the most effective mining method should therefore be type A chrystals and a deep core miner II’s, NOT Ore Miners that can simply be bought with far fewer skills required. The advantage of using Ore miners to bypass having to skill up is reasonable, however, extended range, m3 or efficiency ought not, imho, exceed or equal that of miners who’ve taken the long route to get there.
What to do about Ore miners?
There are a number of ways this could be handled.
- Limit them to High Sec only.
- Limit them to Low and Null sec only.
- Reduce their effectiveness in all respects below that of a similar mining laser dedicated for use against particular ores.
- Buy-back program and get rid of them completely.
- Leave them as they are, but increase mining Chrystal effectiveness ABOVE the effectiveness/range etc values of the Ore miner
Any one of those measures would help re-establish the relationship between skills attained and performance gained.
T1 Mining drones are a lower tech level than T2. We are now in the absurd situation where use of T2 ones gives higher residues, in no way compensated by increase of effectiveness by skilling up to use T2. A common theme is developing here, if you skill-up, you get rogered, if you can afford to pay for exotic drones, you can again largely bypass the need to skill-up. This is getting to the point where the skilling paradigm is being seriously “undermined” by catering to the Ritalin-munchers who lack the patience to skill-up. At which point, why exactly should anyone bother to skill up when the effects are so easily by-passed? More to the point, why in God’s name would anyone purchase SP etc?
Friends who have played - and left - the game have all made this last point, one way or another. Care should be taken, I think, that players good-will in this regard is not abused, and that means returning advance in skills to reflect in a fair and reasonable fashion, the performance of their character. If such care is not taken, eventually that goodwill may cease?
I’d be really interested to read the minimum and maximum intervals between crit hits. It’s possible my 43 was just a mad outlier. or I missed several ones. But I do not believe I did.