(08-25-2014, 02:10 PM)Lythrilux Wrote: It's slower to mine than in Texas/Taus though, thus the profit/sec isn't that much higher as a result. As is with choosing whether to go to Alpha or Gamma, it's a preference thing as to where you mine.
Pfft, don't make it out to be a mission, it took me 3 mins to mine myself a load just now (3.5kish ore by the way). Just get a proper mining load out and then it's easy. By this I mean make sure that you only use two mining turrets (You can get away with using 4 on the salvager), make sure the turrets are the exact same distance from each other, so for example on the Salvager one on the top of each wing (With this ship you can also get 2 on the bottom of each wing as well). This way you can end up hitting a single rock twice and get double the amount of p-scrap with it.
And ofc, you have arti's to take back which is a more profitable route back than those that are available to most lawful groups that mine.
(08-25-2014, 02:19 PM)Danny-boy Wrote: Pfft, don't make it out to be a mission, it took me 3 mins to mine myself a load just now (3.5kish ore by the way). Just get a proper mining load out and then it's easy. By this I mean make sure that you only use two mining turrets (You can get away with using 4 on the salvager), make sure the turrets are the exact same distance from each other, so for example on the Salvager one on the top of each wing (With this ship you can also get 2 on the bottom of each wing as well). This way you can end up hitting a single rock twice and get double the amount of p-scrap with it.
3 mins? Nah.
But if that absolutely is the case, then here the problem isn't with the price of the scrap, it's with the mining rate of that field. The New London scrap field should just have it's mining rate reduced in that case.
(08-25-2014, 02:19 PM)Danny-boy Wrote: And ofc, you have arti's to take back which is a more profitable route back than those that are available to most lawful groups that mine.
Yes, but it's contraband. If I don't want to risk it I just take Deuterium back instead, which would be akin to what lawfuls trade back.
Just to say one more thing before the next post-picking-apart: Can the admins please consult ALG, DSE, The Junker Marauders and The Junkers Congress about the changes in prices? I'm sure if we all worked together, we could come to a solution where everyone is happy.
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Just for argument's sake, here is the current profit per second for some ores in the game (it's really annoying to find these since they're serverside) with a 4k transport, travelling from origin to destination at best possible speed.
P. Scrap from Texas - > Alpha (pre-nerf): $38,540/sec
Per trip: 56.000.000, 24m 13s from field
(Density 30, Rate 5) P. Scrap from Texas - > Gamma (pre-nerf): $32,989/sec
Per trip: 48.000.000, 24m 15s from field
(Density 30, Rate 5) P. Scrap from Texas -> Yokohama (pre-nerf): $32,715/sec
Per trip: 30.000.000, 15m 17s from field
(Density 30, Rate 5) Niobium Ore from Tau-23 - > New Berlin: $35,690/sec
Per trip: 37.368.000, 17m 27s from field
(Density 20, Rate 3) Aluminum Ore from Munich - > New London: $36,211/sec
Per trip: 43.200.000, 19m 18s from field
(Density 20, Rate 3 (unconfirmed)) Gold Ore from Dublin -> New Tokyo: $39,596/sec
Per trip: 39.596.000, 16m 40s from field
(Density 20, Rate 3) Silver Ore from Omega-7 -> California: $45,736/sec
Per trip: 38.876.000, 14m 10s from field
(Density 20, Rate 3) Platinum Ore from Alberta -> New London: $42,440/sec
Per trip: 36.800.000, 14m 48s from field
(Density 20, Rate 3) P. Scrap from Texas -> Alpha (post-nerf): $27,251/sec
Per trip: 39.596.000, 24m 13s from field
(same as before) P. Scrap from Texas -> Gamma (post-nerf): $27,491/sec
Per trip: 40.000.000, 24m 15s from field
(same as before) P. Scrap from Texas -> Yokohama (post-nerf): $19,629/sec
Per trip: 18.000.000, 15m 17s from field (lol okay)
(same as before)
Honestly, at this point, it seems a nerf to prices isn't what Scrap needs. It needs a nerf to mining rate, perhaps, as it is much faster than any other ore (if wiki is to be believed, which, well...take that information with a tub of salt). But now..it's silly.
Also, gg trying to encourage people other than junkers to mine premium scrap by nerfing the lawful sellpoint so hard into the ground it's more profitable to powertrade normal commodities.
(08-25-2014, 04:31 PM)John Wildkins Wrote: Honestly, at this point, it seems a nerf to prices isn't what Scrap needs. It needs a nerf to mining rate, perhaps, as it is much faster than any other ore (if wiki is to be believed, which, well...take that information with a tub of salt). But now..it's silly.
Also, gg trying to encourage people other than junkers to mine premium scrap by nerfing the lawful sellpoint so hard into the ground it's more profitable to powertrade normal commodities.
You can find the mining bonus for factions and most of the field bonuses in the game files. I'll update this post when I find them.
; Configuration file for minecontrol.dll
; For mod version 4.87
; Last modified 22/01/2014
[MiningGeneral]
; Set the following value to change the factor at which the server will
; adjust the calculated mining loot drops by. A value of 0.5 will halve
; the mining loot drop, 1.0 will leave the loot drop as the asteriod.ini
; files specify and 2.0 will double the loot drop.
GenericFactor = 1.0
; The debug level where 0 is disabled, 1 is some, 2 is most.
Debug = 0
[PlayerBonus]
; This section contains lines in the form
; Commodity nickname, Bonus, Affiliation, List of ships, equipment or cargo
; nicknames separated by commas. When a player mines an asteroid the server
; checks the following entries and if a match is found the asteriod loot
; drop count is multiplied by the bonus.
; Note that the player must have one of the following ships and all of the
; equipment entries. The Affiliation of "*" means that the player may have
; any affiliation.
;The [FieldBonus] section has the following format:
; SYNTAX: Zone_Nickname, Multiplier, <Commodity_Nickname, RechargeRate (default 50), MaximumCapacity (default 100000)>
; Note: Any field not explicitly listed here has a multiplier of 1, and the commodity defined in its asteroid definition.
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(08-25-2014, 04:35 PM)Danny-boy Wrote:
(08-25-2014, 04:31 PM)John Wildkins Wrote: Honestly, at this point, it seems a nerf to prices isn't what Scrap needs. It needs a nerf to mining rate, perhaps, as it is much faster than any other ore (if wiki is to be believed, which, well...take that information with a tub of salt). But now..it's silly.
Also, gg trying to encourage people other than junkers to mine premium scrap by nerfing the lawful sellpoint so hard into the ground it's more profitable to powertrade normal commodities.
You can find the mining bonus for factions and most of the field bonuses in the game files. I'll update this post when I find them.
; Configuration file for minecontrol.dll
; For mod version 4.87
; Last modified 22/01/2014
[MiningGeneral]
; Set the following value to change the factor at which the server will
; adjust the calculated mining loot drops by. A value of 0.5 will halve
; the mining loot drop, 1.0 will leave the loot drop as the asteriod.ini
; files specify and 2.0 will double the loot drop.
GenericFactor = 1.0
; The debug level where 0 is disabled, 1 is some, 2 is most.
Debug = 0
[PlayerBonus]
; This section contains lines in the form
; Commodity nickname, Bonus, Affiliation, List of ships, equipment or cargo
; nicknames separated by commas. When a player mines an asteroid the server
; checks the following entries and if a match is found the asteriod loot
; drop count is multiplied by the bonus.
; Note that the player must have one of the following ships and all of the
; equipment entries. The Affiliation of "*" means that the player may have
; any affiliation.
;The [FieldBonus] section has the following format:
; SYNTAX: Zone_Nickname, Multiplier, <Commodity_Nickname, RechargeRate (default 50), MaximumCapacity (default 100000)>
; Note: Any field not explicitly listed here has a multiplier of 1, and the commodity defined in its asteroid definition.
Looks like it doesn't tell us the exact drop rate of the differing p-scrap fields.
Yeah. AFAIK the drop rates are the same, so no edits needed there. Still, the discrepancy between stuff like Silver Ore (14 minute trip through bretonia) and stuff like nerfed pscrap (24 minute trip to alpha for half the money)...makes little sense.
(08-25-2014, 04:31 PM)John Wildkins Wrote: Also, gg trying to encourage people other than junkers to mine premium scrap by nerfing the lawful sellpoint so hard into the ground it's more profitable to powertrade normal commodities.
Im actually doing my part in selling scrap to non-Junkers to ship out from my base. Its a nice little business for my own RP. Was a bit better with the prices before but I think i can still manage it well.
I realy wish this nerf would not have happened. And I already stated that I find the time wrong, too.
I would have understood a nerf / rebalancing after the rework of the border systems or the degrading of the Guard systems.
But this ? Oh my.
Do you hate Kusari that much ?
I will probably still fly the trade route to Yokohama myself because of RP reasons,
and Im interested on how much the change will affect my profit.
But I wonder if anybody else will care to fly the route.
I like the idea of changing drop rate, enabling me to set a fair price for scrap at the Haven and balancing scrapping effort ( / measured in profit per time ) and trading effort ( measured in profit per time ). No prob with equaling the drop rate to those of the other ores.
But the high difference between Yokohama and Alpha / Gamma ensures that practicaly nobody will trade PremScrap as a legal commodity.
So the only thing you nerf is smuggling as practicaly nobody takes the route to Alpha or Gamma without taking back contraband.
And pls :
Quote:Watch this space.
After the next restart things will have changed ever so slightly.
... I do think we deserve a bit more insight on the background of this decision.
Please ?