Topic: Mining seems to miss something...

Im one those ugly ones, who like mining.

I did it for a long time in stEVE and so i got a mining char here.

Personally, i think there are some issues with it that are preventing me from having fun here.

- Mining Nodes : Ugly Bars. Sorry, its just ugly. The plants look nice but the issue with them is allready discussed in another Thread here.

- Scanning : Dunno if i just need to have 10 Points in multiple skills, but most time, scanning means : Get into another fast mech and scan .... 0,00% .... scan ... 0,00% ... repeat until you get something like 0,20%. Perhaps i just havent found the right spots yet, since im doing this on alpha and it may be overfarmed (with how many players online ? *sigh*).

- Feat. req: Containers : No permanent ones, only 4 digit code, someone here allready posted stuff about macroing it ? Permanent ones would be nice and/or make them safer.

- Containers : Range is veeery limited, especially if you have to move a lot while mining. Currently my alt is having the container open (so its not poofing) while the termis loads its cargo and drops it off every now and then. Kinda stupid to have an alt for that.

- Missions : Get 30000 titantium. Okay ... T1 mission. Arriving at place, the spot is nearly empty and you have to struggle the last 10 cycles out to get the mission done.

- Missions : Whee, i can do T2 now, wonder what i have to get. 30000 titanium, umh, okay sad

- Cycles and Locks : The ugly bars only give a rough estimate on how many cycles you will get out. Why not put a number on it like the plants have ? With a termis and 4 beams, only able to lock 3 targets at a time you are allways re-locking. Since we dont have information which beam does which node, you also have to memorize it (boring) or wait until the beam cycle finishes and you can visually see which node is depleted. Got a second beam on it ? Umhhh .. on which node was it ?

- Replenishment of Nodes / Rescan : Mining, doing a rescan .. WTF ? Im mining sucessfully from an empty node! (You can still get plenty of cycles from a "now-empty-node" when you startet mining from it before the scan. Also the whole minerals in the region seem to just randomly shift places.

More issues ... but those are the ones that really make me want to stop doing the mining thing.

Re: Mining seems to miss something...

Mining could really use some positive attention, the only thing done to it so far is nerfs; and it wasn't a great experience before.

I'm not talking about raising resource levels on alpha. I see the goal of some of the changes were to make mining more interactive, but the result was making it more frustrating. The process of mining needs to be improved, the ui and feels needs attention.

Re: Mining seems to miss something...

Arga wrote:

Mining could really use some positive attention, the only thing done to it so far is nerfs; and it wasn't a great experience before.

I'm not talking about raising resource levels on alpha. I see the goal of some of the changes were to make mining more interactive, but the result was making it more frustrating. The process of mining needs to be improved, the ui and feels needs attention.

Positive Attention, at least, mining should be the base of everyting in this economy based game, still we see no attention. Thats what would drive me off to stEVE again if it wasnt ccp ... so i think ill just wait for the next one who takes up the challenge of creating a good sandbox game like this could have been.

Re: Mining seems to miss something...

I agree with mining needing work, and I think it should go back to prenerf. Mining to the vast majority of people is the chaff you have to work away to get to the heart of the game. It's what makes the world go round here for everybody, but the way it's set up is kind of backwards to me. If it's more frustrating to go mine for the minerals to build the bot then it was for getting the bot blown up...

Pre-nerf mining wasn't fun... but it wasn't tedious either. You don't want hordes of afk miners on alpha, and that's fine... roaming npcs help with that. But I don't play this game for the mining, I play for the social aspect, and the pvp. In my opinion, the work/fun ratio prenerf for minerals was fine. I'd like to be able to replace my stuff when it gets blown up, and I expect to have to work for it -- it's not about free replacements -- but the amount of work required is too high. Having to constantly scan for new places, having to drive 3km from base to find something worth spending any time on, and then having to deal with driving it back to base at some point. I think the scales were tipped a little to far the other way with the mineral nerfs, and apparently alot of the people who no longer log on agree with me.

5 (edited by Annihilator 2011-03-09 12:43:59)

Re: Mining seems to miss something...

Mining and production in this game is about quantity not quality.

I'm still trying to figure out ways to switch that, without making "old" players 100 times* more effective at it then the industrial noob who just started a few hours ago. (like it is atm btw.)

there are to many aspects to increase efficiency IMHO (mining speed + quantity, refining, CT quality and material efficiency)

*=little exaggerated wink

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Mining seems to miss something...

I agree with Smokey, it was stated that there where too many minerals available and therefore the nerf would bring minerals back into balance. My problem with that was that the problem was looked at from e wrong angle. It wasn't necessarily that there were too many minerals, it was that there weren't enough avenues for minerals to be removed from the game to balance it out.

Pre nerf, you could lose a mech and replace it in mineral value in a couple of hours without wanting to stab your own eyeballs out. Now, it takes longer, is painful and makes losing a mech in PvP all the more painful as you know you have to spend a game session mining in the most awful manner to replace it, therefore people are more scared to fight which reduces everyones ability to enjoy the game.

Put the mining back the way it was, reduce mineral density on alpha and promote roaming NPCs to control afk mining.

In order to combat the the long time players having too much of an advantage you can look at the skill trees and also the prevalence of material types. Put alpha only materials in the game and with POS or some other mechanic force Beta islands to need HUGE quantities of it. Beta islanders (not considering alts here) do not want to spend 90% of their time on alpha, much better to mine/fight/pve on beta and buy from alpha..... Oh dear did I just create a Market dynamic for those wishing to live and pve on alpha to be engaged in the overall game as a part of a complex sandbox game??? Guess I did.

Mining is too painful, change it back and put in the high level matereial sinks (bigger bots, POS, big buid req equipment) in to counterbalance an increased amount of minerals in the game. The devs seemed to have had the right intention in the nerf, they just put the wrong solution in place.

"like Kalsius, a shameless carebear and jitalover" - Syndic
http://www.perpetuum-intelligence.com
http://www.perpetuum-intelligence.com/killboard/

Re: Mining seems to miss something...

Kalsius, you put it better then I did, but yes!

There needs to be a balance with work and reward and the work part of it, mainly because it's a pain in the rear, is out of balance currently. Losing a bot in pvp should mean something, the game wouldnt be much fun if all everyone did was just pvp in arkhe's all the time because they're free... but losing a mech on a roam shouldnt be so painful as it is now to the average people. The hardcores will always argue the oppisite, but if they've noone to shoot what happens? They get bored and quit too.

Bring back minerals to what they were before. Most people only mine to support their pvp hobby smile

Re: Mining seems to miss something...

Kalsius Dakalsai wrote:

.snip.
Put the mining back the way it was, reduce mineral density on alpha and promote roaming NPCs to control afk mining.

.snip.

Mining is too painful, change it back and put in the high level matereial sinks (bigger bots, POS, big buid req equipment) in to counterbalance an increased amount of minerals in the game. The devs seemed to have had the right intention in the nerf, they just put the wrong solution in place.

So... First I'll be the first to agree that mining is not fun, but the mineral reduction was and is necessary, and reverting it isn't the answer.

There was another reason for the reduction, besides there being 'too much ore' on the market, making mining/scanning skills actually mean something.

I don't want to have to go into all the minute detail, but to put it simply, skilled miners will get much more ore per hour than unskilled miners now.

It was totally unbalanced when military specialized characters could spend a few days of EP and mine 80% as effciently as a dedicated miner.

That said, they now need to do 'something' to make mining not as tedious for dedicated mining characters.

9 (edited by Cullyn 2011-03-10 07:38:19)

Re: Mining seems to miss something...

Actually I agree that it would be nice, if mining would provide an ability to change from passiv mining to active mining with increase on efficiency. I mean, this post is written, while my miner is standing on ground. And beside checking all the time, that I'm still on a good plate I could do nothing active for mining during this time. On Beta Island there is at least some constant danger but on alpha you just choose whether to mine safe or withing NPC  and that's it.

There is no trade-off that would force me constantly taking active part in the mining.
A fighter could not choose to place bot, than go drinking coffee for 10 mins until coming back to replace mining plate and afterwards read the forum.
Actually I like this possibility to mine while checking mails and reading forums, especially in the morning hour before work but there should be an reward for those who mine "full-time" active.

Concerning efficiency: I see great differences between a new miner and an experienced one with decent equipp. And you need several days until you even could use a Termis with 4 medium mining module without spending any ep on getting more minerals/time

Re: Mining seems to miss something...

Arga wrote:
Kalsius Dakalsai wrote:

.snip.
Put the mining back the way it was, reduce mineral density on alpha and promote roaming NPCs to control afk mining.

.snip.

Mining is too painful, change it back and put in the high level matereial sinks (bigger bots, POS, big buid req equipment) in to counterbalance an increased amount of minerals in the game. The devs seemed to have had the right intention in the nerf, they just put the wrong solution in place.


So... First I'll be the first to agree that mining is not fun, but the mineral reduction was and is necessary, and reverting it isn't the answer.

There was another reason for the reduction, besides there being 'too much ore' on the market, making mining/scanning skills actually mean something.

I don't want to have to go into all the minute detail, but to put it simply, skilled miners will get much more ore per hour than unskilled miners now.

It was totally unbalanced when military specialized characters could spend a few days of EP and mine 80% as effciently as a dedicated miner.

That said, they now need to do 'something' to make mining not as tedious for dedicated mining characters.

Arga, I agree with your points, I also pointed out the skill trees in my post as I am a huge proponent of specialisation being the key to increased gain. PvP chars should definitely not be within a mile of a specialised mining char, but they do need to be able to assist, just at a very poor level. I also agree that the scanning skills needed a boost in viability, I just don't agree that making life painful in the game for everyone is the best way to approach fixing something like this. It feels like we are all punished because the mechanics don't fit the situation the DEVs found themselves in.

"like Kalsius, a shameless carebear and jitalover" - Syndic
http://www.perpetuum-intelligence.com
http://www.perpetuum-intelligence.com/killboard/

Re: Mining seems to miss something...

Talking about skill : I put every AP down the mining route i could.

But still, its way more profitable to jump into the sequer and run T1 Missions. This is way imbalanced.

And im only into paralell assignments to take 4 missions at a time. Someone dedicated as trader (diplomacy skills+navigation) would make even more money.

As a miner, im not making 50% the money with mining, i would with just doing the t1 transports...

12 (edited by Alexander 2011-03-10 17:54:36)

Re: Mining seems to miss something...

A long time ago there was talk of a mini-game for mining that involved aligning the mining lasers with precision that increased yield fractionally and leaving them unaligned too long would effect your mining yield.

I loved this idea but I can see it making it more mind numbing if the minigame was too easy.

The Game

Re: Mining seems to miss something...

Minigames allready sucked in FFXI.

First i was like big_smile, then i was like roll , after doing the same minigame the 200th time i was like mad

Re: Mining seems to miss something...

I personally dont see the problem with AFK mining. If i stick my miner on something and go do the laundry, at least im another active player on the server doing something. Bot prices should be cheap, modules should be expensive. I should be able to hop into a new bot, and be shooting teh bad guys with less agravating work then it currently requires. There's got to be like 10 people on the server that mining is their only enjoyment in the game.

I guess it goes back to the arguement of hardcores vs casuals. We can all agree that the game needs more people, be they casual or hardcore, and we're always going to have more of the former.

Re: Mining seems to miss something...

There is a big difference between mining and running transport missions; mainly mining depends on the Market, which is dead, and missions are guareented NIC source.

If it was working correctly, the mining missions would pay just as well as transport missions; with the source mission NIC and the sale off ore on the Market.

I suppose if the arguement is that mining is borning because it doesn't pay, than that is one thing, but that means if it was a good source of NIC you would do it anyway even if it was boring.

With that reasoning, nothing can be done to make mining better, unless something is also done to fix the market. Even if mining was the funnest thing in the game, if it didn't produce any NIC, people would still complain that was broken.

The market can't be fixed directly. The vertical integration of beta corps means that only alpha players use the market, and to spend something like 10M on a t4 frame for an alpha player is way out of line .... see previously that NIC sources on alpha are highlyl limited.

A new stream of players into the game is the only real cure for the market.