Unfortunate side effect of increasing roid materials

TLDR: 3.0 has made material farming in metal-rich rings harder by making nearly all roids "Medium".



FD have recently increased the yields of materials from asteroids.
Increased yield of materials from asteroids
However, instead of making materials collection easier, it's actually made it harder.


Here's the proof:
I have done a fair bit of testing in metal rich rings, both before and after the 3.0 update. The materials increase has resulted in a dramatic change in the ratios of the material content displayed for roids when they are prospected.

This is the ratios of low, medium and high roids in metal-rich rings. Both before and after the 3.0 update:
Asteroid TypeLowMediumHigh
Old ratios52%38%10%
3.0 ratios1%82%17%


So there has been an increase. I'm not disputing that. But when you look into the number of fragments you get for each roid, the picture isn't as good.

This is how the material content of medium roids used to be:
11rygaw.jpg



This is how the material content of high roids used to be:
2ew02oh.jpg



This is how the material content of medium roids is now:
sxhojp.jpg

Note: medium roids with a material content of zero do exist, they just didn't show up in my test sample.


This is how the material content of high roids is now:
2qi9vrq.jpg




Material mining in metal-rich rings before 3.0 was simple. You prospected a roid and if it was either medium or high you mined it. You'd get a few with only one or two fragments, but the majority were more than that.

The problem now is that you are almost forced to mine medium roids. But the vast majority of these roids will only have one or two material fragments in them. This is much worse than it was before 3.0
You could ignore the mediums and just mine the high roids, but that means you are ignoring 4 out of 5 roids and the result is it's much slower than before 3.0.


Solution:
There are two solutions to this problem.

1. Increase the material content further
This would make medium roids worth mining again. It would also have the flow-on effect of increasing material yields in other ring types. It might even make ice mining worthwhile.

2. Increase the threshold for displaying medium and high content
The result of this is that we could again be more selective when choosing which roids to mine. I suggest that the threshold be changed so that 50% of roids in metal-rich rings display as Low material content.
There is a precedent for this (though that was a decrease). Soon after fragments were changed to drop 3 materials, the number of fragments per roid was heavily reduced. This made High roids extinct and Medium roids were pretty rare. So FD lowered the threshold for displaying roid material content.
 
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Better Solution:

Make roids generally the way they are now, though I'd ensure most provide not much else but medium/low rarity materials/ore.

Then i'd suggest sprinkling persistent roids throughout the galaxy but primarily in unpopulated systems that players can discover and mark but would never show up on system scanners otherwise. These persistent roids would be highly pure roids of highly rare items depending on the field it's in and the type of star system it's found in. These roids would then have cooldown periods that take into consideration mining from any mode by any players within a given time-frame.

Making mining somewhat exciting as you need to discover and keep secret any persistent roids you find for a given material or risk it becoming forever stuck in cooldown states as players rush to mine it.

That would be a bit fun vs the random() gameplay it completely depends on today.
 
Better Solution:

Make roids generally the way they are now, though I'd ensure most provide not much else but medium/low rarity materials/ore.

Then i'd suggest sprinkling persistent roids throughout the galaxy but primarily in unpopulated systems that players can discover and mark but would never show up on system scanners otherwise. These persistent roids would be highly pure roids of highly rare items depending on the field it's in and the type of star system it's found in. These roids would then have cooldown periods that take into consideration mining from any mode by any players within a given time-frame.

Making mining somewhat exciting as you need to discover and keep secret any persistent roids you find for a given material or risk it becoming forever stuck in cooldown states as players rush to mine it.

That would be a bit fun vs the random() gameplay it completely depends on today.

It's exciting when I mine to just get good results consistently if I'm in the right type of rings.
 
Then i'd suggest sprinkling persistent roids throughout the galaxy
Roids are persistent. The same roid will give you, or anybody else, the same content every time you return to it. However, the fragments are all pure RNG. So a High roid will always be high, but might give you 1 fragment today even though you got 13 yesterday. It'll still be 59% painite or whatever too.
 
I've been spending a couple of hours in a Rocky ring. It looks like the Rocky roid ratios have been increased to pretty much what metal-rich rings used to be. This would place them in a pretty good place as far as material farming goes. Though I think it wouldn't hurt to raise the thresholds. However, increasing the amounts further would do the same to Rocky as I am complaining about with Metal-Rich in the OP.
 
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