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New Dev Blog: Player-owned Customs Office

First post First post
Author
Raw Matters
Brilliant Starfire
#561 - 2011-10-18 21:03:49 UTC
Copied over from my stand-alone post:

Let me do a little foresight on what is going to happen:
- High-sec PI will be completely ruined. The already volatile prices will skyrocket.
- Low-sec PI will be impossible, because your local gank squad is waiting there for you. And if you don't show up, they destroy it.
- 0.0 PI will be frequently interrupted by roaming gank squads. Just shooting it for fun.
- Shared offices mean: "Has anyone seen my Electrolytes? No one? Strange..."
- Limitation of offices to players/corps means: "Who put this f... office here? Fire at will!"
- And if it is well-protected by design, there will be a few earning money out of nothing, while others have no chance to participate other than... "Who put this f... office here? Fire at will!"

Worst idea ever.
EI Digin
irc.zulusquad.org
#562 - 2011-10-18 21:04:51 UTC
Traska Gannel wrote:


3) For this to be a viable in-game business model ... i.e. why would anyone do this ... it needs to be able to make a profit. So ... based on stated resource requirements for ONE customs office:

BPC = 6000LP + 20 mil ISK ~= 26,000,000 ISK (at 1000ISK/LP)
Parts Cost ~= $75,000,000 ISK at current market value

Total cost for one customs office = 100,000,000 ISK.

Personally my current export taxes average about 60,000 ISK/planet/dayt

Assuming that there are 5 people on each planet (which is not typically the case in my experience) - this would be a return of 300k ISK/day assuming that the rates are held about the same as current.

100,000,000/300,000 = 333 days which is close to a year before you show any profit under what I would consider a fairly optimistic estimate of cash flow.

Conclusion: I don't think anyone in their right mind would build one of these given the current costs since the odds of it lasting a year in order to start making a miniscule profit (300k isk/day) compared to other sources of income in the game (even if totally passive) is NOT cost effective.

First off, you are going to want to increase the export taxes from the defaults so that it is viable for you to continue your business. Let's face it, currently CONCORD takes an insignificant amount of taxes from you currently, and you would be silly to use the current export values in a calculation like this.
Next, since there are going to be less customs offices in the game, there will be less planets being used by PI, resulting in more people being stationed on a single planet. You will see more "market competition" between slumlords wanting people to use their planets which will be interesting.

Buruk Utama wrote:
So if PL decides to run through several low sec systems with caps/super caps and put every POCO into reinforce for lulz (or goons) and your corp/alliance cannot field the necessary 2-3xemey fleet within 24 hrs, everyone deserves to lose the POCO? I can see this system ripe for total abuse and lockout of PI in vast areas.

Yes. Deal with it.

Chicken Pizza wrote:
Coming from someone who can call their alliance members to help defend one, that isn't saying very much.

I am dirty, dishonourable blobber who is slowly destroying this game.
Dinsdale Pirannha
Pirannha Corp
#563 - 2011-10-18 21:04:58 UTC  |  Edited by: Dinsdale Pirannha
Anela Cistine wrote:
Seriously, if you want to make this fun, rather than a hideous chore, you need to make them smaller, cheaper, and easier to hurt.


Small: 1000m^3, just like CCs, would be fine. Even the wormhole guys could get all the platforms they need in a couple blockade runners, so they will be happy.

Cheap: Plan for the finished product to cost no more than 5,000,000 isk, including the cost of the BPC and all the construction components.

Easy to hurt: Drop the initial hitpoints down to 10% of what has been listed. Make it feasible for a small BS gang to knock one of these into reinforced in 15 minutes. Actually killing them is probably okay at the hitpoints listed, since breaking something should be easier than utterly destroying it. The easier they are to knock into reinforced, the less likely it will be a "worthwhile" activity for supercaps.


Small, cheap structures create more dynamic gameplay than large, expensive ones. Easy come, easy go. Griefers coming by and knocking down your customs centers for lols should be a minor annoyance, not something that makes you consider quitting because it will be such a tremendous hassle to put them back up.



Yeah, because we certainly want to make this as easy as possible for Goons and PL to wipe out huge quantities of these, thereby griefing as many people as possible. Because the people you attack are online 23/7 to replace what you destroy.
I have a slighty different idea. Give them a sig of 1, give them 1 billion EHP, and a cost of 1 ISK, and a reinforcement time of 1 month.

You want to grief people and blow them up, knock yourself out. But it will take a lot of your time and treasure to do it.
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#564 - 2011-10-18 21:06:24 UTC
EI Digin wrote:
Traska Gannel wrote:


3) For this to be a viable in-game business model ... i.e. why would anyone do this ... it needs to be able to make a profit. So ... based on stated resource requirements for ONE customs office:

BPC = 6000LP + 20 mil ISK ~= 26,000,000 ISK (at 1000ISK/LP)
Parts Cost ~= $75,000,000 ISK at current market value

Total cost for one customs office = 100,000,000 ISK.

Personally my current export taxes average about 60,000 ISK/planet/dayt

Assuming that there are 5 people on each planet (which is not typically the case in my experience) - this would be a return of 300k ISK/day assuming that the rates are held about the same as current.

100,000,000/300,000 = 333 days which is close to a year before you show any profit under what I would consider a fairly optimistic estimate of cash flow.

Conclusion: I don't think anyone in their right mind would build one of these given the current costs since the odds of it lasting a year in order to start making a miniscule profit (300k isk/day) compared to other sources of income in the game (even if totally passive) is NOT cost effective.

First off, you are going to want to increase the export taxes from the defaults so that it is viable for you to continue your business. Let's face it, currently CONCORD takes an insignificant amount of taxes from you currently, and you would be silly to use the current export values in a calculation like this.
Next, since there are going to be less customs offices in the game, there will be less planets being used by PI, resulting in more people being stationed on a single planet. You will see more "market competition" between slumlords wanting people to use their planets which will be interesting.

Buruk Utama wrote:
So if PL decides to run through several low sec systems with caps/super caps and put every POCO into reinforce for lulz (or goons) and your corp/alliance cannot field the necessary 2-3xemey fleet within 24 hrs, everyone deserves to lose the POCO? I can see this system ripe for total abuse and lockout of PI in vast areas.

Yes. Deal with it.

Chicken Pizza wrote:
Coming from someone who can call their alliance members to help defend one, that isn't saying very much.

I am dirty, dishonourable blobber who is slowly destroying this game.



I can't believe I agree with you here, but yes DEAL WITH IT
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Andrea Griffin
#565 - 2011-10-18 21:08:38 UTC
CCP Nullarbor wrote:
Also, popping my dev post cherry.
Welcome to the Eve Forums! Your Asbestos Suit is in the closet over there. Don't worry, we have extras ready for you. : >

Tell us a bit about yourself, Nullarbor!
Cailais
The Red Pill Taker Group
#566 - 2011-10-18 21:09:26 UTC
Dinsdale Pirannha wrote:
Anela Cistine wrote:
Seriously, if you want to make this fun, rather than a hideous chore, you need to make them smaller, cheaper, and easier to hurt.


Small: 1000m^3, just like CCs, would be fine. Even the wormhole guys could get all the platforms they need in a couple blockade runners, so they will be happy.

Cheap: Plan for the finished product to cost no more than 5,000,000 isk, including the cost of the BPC and all the construction components.

Easy to hurt: Drop the initial hitpoints down to 10% of what has been listed. Make it feasible for a small BS gang to knock one of these into reinforced in 15 minutes. Actually killing them is probably okay at the hitpoints listed, since breaking something should be easier than utterly destroying it. The easier they are to knock into reinforced, the less likely it will be a "worthwhile" activity for supercaps.


Small, cheap structures create more dynamic gameplay than large, expensive ones. Easy come, easy go. Griefers coming by and knocking down your customs centers for lols should be a minor annoyance, not something that makes you consider quitting because it will be such a tremendous hassle to put them back up.



Yeah, because we certainly want to make this as easy as possible for Goons and PL to wipe out huge quantities of these, thereby griefing as many people as possible. Because the people you attack are online 23/7 to replace what you destroy.


Anela might have a point here. Cheaper semi disposable structures are more dynamic in the sense you get a faster turn over of them: rather than the proven 'fail' of shooting large HP totals. Easy to put up, easy to put down might be a mantra that actually works if HP blocks are the only option.

C.

bilingi
Grandeur Illusions
#567 - 2011-10-18 21:09:33 UTC
Funny... to bad cant get a refund on PI skills. I mean shesh talk about gifting the big RMT allainces... Hello they have enough already///.//// That or Devs get great BJs from themUgh
iwasatoad
The Lost Disciple's
#568 - 2011-10-18 21:09:40 UTC
if thoes 10 mill sheild and such are real then the point of setting one up in LS or W-space will be mute as people will come easely blow them up just for fun and to cauze havoc

since after all that is the point no problem with it where the problem lies is the fact that you haf to be in faction war fare or run incursians just to get a blue print copy

Here in lies the problem i live in W-space at the moment i do neither nor can i do either run faction ware fare or run incrusions

yet still i will be required to go run incrusions to get a customs office that the first person that come's into the wh will call up all his bud's to blow up with no effort and thus i would be forced yet agin to go run incursions

as a blue print will im sure run around 100-250mill in witch case i will not make the isk back to make it worth even putting one up as it wont last but a week in W-space not to mention i would need 8 of them kinda big investment for what is now a profit margin of from 1-10 percent of what i make i can sell and make around 500mill a month profit from loose 1 custom's office and you have lost the cost of buying blue print or a week's worth of trying to get into a fleet to run incursion

would not be so bad but not worth all the work as it take's more time from auchely being able to afford ship's to pew pew in and win some battles and loose some

in short time spent / isk profit + ship replacment / cost of office = .../ time spent making isk doing outher things

sub 200 man group PI will be a profit loss .

agin not a problem for 0.0 and LS as you have space to support this size of crew . How ever not in W-space with span rate of sight's

CCP plz think about this some more before implimenting it as at this point running a pos in W-space is logistical night mare and spend introducing this to W-space will require more people in the W-space and not be off set in profit

making W-space void aside from you groups that do noting but sit in W-space with static high sec and do indrustry


P.S. eve up date u put out focus's and drives the game twards large fleet support needed.... Not every one want's or will comply with such as large fleet pvp is boring and not exciting it's the small gang 3-10 guy's that are the exciting battles. plz quit driving the game to require you to have 500 friends to support a 100 man fleet around the clock
Hundo Kay
Caldari Provisions
Caldari State
#569 - 2011-10-18 21:10:39 UTC
Pat Irvam wrote:
Crasniya wrote:
I have to ask the Wormhole people who think they shouldn't be affected by this change:

Does it make sense that CONCORD has automagically set up facilities in all of these bizarre foreign spaces with which you have no idea where they really are, and could completely unpredictably disappear at any moment?


Didn't say we don't like it. I like the overall concept. What I don't like is:

1. Extra junk to remove for new wh owners (we got no supers and c1 are nothing bigger then bc)

2. CCP is releasing bpcs in a way that forces us to leave our preferred play style and go do incursions or fw to get while market stabilizes.

3. CCP thinking we will play nice with neutrals in our hole.

4. CCP saying if there is a problem post release they will iterate on it ( see pos, hybrids, supers how long to fix?)

5. CCP saying this wont have ripple effects though t2 and t3 production dependent n poses.

6. A price tag that will take a year to recoup per office.


As been said before in thread a phased deployment to work out bugs is better then a broken mechanic that will be more is beneficial to only a small player subset.


It is a barrier of entry to doing PI and is a good thing. It is far too easy to either Ninja PI from a WH, or to setup PI with very little Isk in a W-Space that nets way too much Isk. Making someone have to invest in infrastructure to make Isk is a good thing.

At 100M to 150M to build and upgrade, a small corp would now have to invest 500M to Several Bil to upgrade their W-Spacew system to make PI.

As for the payback, sur paying for the structure with taxes only will probably take a long time to be proftiable, but if I HAVE to do this to make PI in w-space, then the payback is short in terms of what I can make off the planet.


Firanas Erin
Deep Space Equinox
Business Alliance of Manufacturers and Miners
#570 - 2011-10-18 21:11:02 UTC  |  Edited by: Firanas Erin
Awesome!
So let me get this straight.

1. No more storage in the spaceport.
2. Paying ransoms for Customs offices
3. Paying taxes to players
Grand total: No more isk for people who have a job!

Yeah... this is an "improvement" in the same way that herpes adds a little extra spice to your lovelife. I like the idea of player owned customs offices, but this implementation is something else. And then we have the ******-swarm screwing up the ice-trade. And 0.0-peeps whining about ore's in W-space... Just what are players supposed to do in W-space?

But at least this means i won't need 3 of my 4 accounts. I like it!
Dawn Harbinger
Hedion University
Amarr Empire
#571 - 2011-10-18 21:13:11 UTC  |  Edited by: Dawn Harbinger
double post Oops
Dawn Harbinger
Hedion University
Amarr Empire
#572 - 2011-10-18 21:13:31 UTC
CCP Omen wrote:
Ra Voreen wrote:
How will it work in null-sec ? Are the planets still reserved to the alliance that holds sov ?


We are undecided on this topic, it could go either way right now any preference?
Regards
Omen



Please give sov-holders the option to allow construction of customs offices by non-alliance entities.

Should it be a choice? Hmm... it could open the door to "ninja" PI operations in 0.0. More chances for conflcit, etc.

Me like. +1
EI Digin
irc.zulusquad.org
#573 - 2011-10-18 21:13:54 UTC
Smoking Blunts wrote:
are you too dumb to see that?


Return amounts were talked about in a previous post.

1) If you're not large enough or don't have enough friends to be able to respond to something 24 hours in advance, you got problems.
2) Structure shoots are a bad concept, but really it has the same EHP as a small tower, it doesnt have any defenses, and it doesn't take long to reinforce at all, even with like 10-15 people. If/when they decide to change how sov structures work in terms of killing them, then yeah you can change this structure to that system, but since they have not yet thought of something this will work in the interim.
3) PI is fine for what it is, you just have no idea what you are talking about.
4) I'M NOT EMOTIONAL YOU ARE A DUMB PET.

5hadow 1
The Shadow's Of Eve
TSOE Consortium
#574 - 2011-10-18 21:14:46 UTC
Again CCP has given the SUPER CAP BLOB Alliance the upper hand.

The greif of having one is just not worth it. Supers will just RF it in 5 min or less. Come back within 24 hrs and do it again. Any smart alliance will just move all there PI with alt to high sec and avoid the grief. Price will skyrocket till the high sec alts ramp up production and the zero zero deep BOTTERS ramp up theres.

And only one custom office per planet means only the SuperCap Blob Alliances with control all the LOW SEC PI. For they will just blob any small corp or alliace who put one up. So you either pay the massive fee which they will set to discourage others from doing PI in Low Sec. So you either join the Blob alliace and become a pet or go high sec or just dont bother with it.

Thanks CCP.

Korvin
Shadow Kingdom
Best Alliance
#575 - 2011-10-18 21:19:02 UTC
CCP Greyscale (I hate to quote Greyscale, but here I go) wrote:
http://www.eveonline.com/devblog.asp?a=blog&nbid=2351

Lessons learned

- Shooting at stationary structures is boring
-See: Starbase warfare, Dominion sov warfare. Even the good fights that do happen around such objectives could be improved by having better objectives.
- Shooting at things with hitpoints scales very efficiently with fleet size, which encourages lag-producing behavior

-Having to spend significant amounts of effort defeating an enemy which isn't even fighting back is really boring

- See: Starbase warfare, Dominion sov warfare. See in particular how long it took to clear IT Alliance's ownership out of Delve, as a recent example

- Waking up every morning and having to clean up the mess made while you were asleep is boring
- See: station ping-pong pre-sov, repairing station services. Having to do something tedious every day before you can actually play the game is not cool

- Doing something just "because it would be cool/neat/awesome" is always a bad idea and will come back to bite you later
- See: Jump bridges, cyno jammers, Sov 4, AoE doomsdays, titans in general, supercarrier boost... Note that we should still obviously strive to make everything cool/neat/awesome, but when we start off with an awesome idea rather than an actual problem we want to fix or a feature that has a clear, functional and necessary goal, it generally requires painful fixes further down the road

- Cost is a useful variable to tune but an unwise thing to rely on to enforce scarcity or balance - players will always be richer than you think
- See: outposts, titans, supercarriers

- Making something tedious will not stop players doing it if it's very clearly the best option. They'll do it, and they'll hate it
- See: everything involving starbases. As a counterpoint though, things like the one-per-corp-per-system-per-day starbase rule demonstrate that if something doesn't make a big difference but is sufficiently awkward to do, then any theoretical "exploit" scenarios tend to fall out of favor quickly as they're just not worth the effort.

- People like to do one-stop shopping, and will "go to Jita" for everything unless doing so is comparatively very inconvenient
- See: moon mineral distribution, high-strength booster resource distribution, neither of which achieved much in the way of the nullsec-to-nullsec trade that they hoped to encourage


"F" for homework.

Member of CSM 4&5 ... &8

Smoking Blunts
ZC Omega
#576 - 2011-10-18 21:23:00 UTC
EI Digin wrote:
Smoking Blunts wrote:
are you too dumb to see that?


Return amounts were talked about in a previous post.

1) If you're not large enough or don't have enough friends to be able to respond to something 24 hours in advance, you got problems.
2) Structure shoots are a bad concept, but really it has the same EHP as a small tower, it doesnt have any defenses, and it doesn't take long to reinforce at all, even with like 10-15 people. If/when they decide to change how sov structures work in terms of killing them, then yeah you can change this structure to that system, but since they have not yet thought of something this will work in the interim.
3) PI is fine for what it is, you just have no idea what you are talking about.
4) I'M NOT EMOTIONAL YOU ARE A DUMB PET.




1. so this shafts the small players/corps/allainces. tbh wont effect me, but it woudl be nice to see these groups not being punished for being small.
2. any addition structures to shoot is a bad idea. need to be moving away from shooting stuff that dosnt shoot back, its boring and mind numbing
3. ive done pi. teh first and the 2nd incarnation. and its mind numbing, its dull and its far from the vision that impressed everyone back when it was shown, look it up, population pollution all kinds of cool things, making skill books were even talked about.
4. you are in a pet alliance, didnt you get that memo?

OMG when can i get a pic here

Zoe Alarhun
The Proactive Reappropriation Corporation
#577 - 2011-10-18 21:23:12 UTC
I like the changes. Become friends with local pirate corp. They don't blow you up and escort you if needed. You do PI in low sec and get out. A small fee per month covers that expense. New friends, New interaction and maby even some hair raising last minute runs out as your pirate friends jam/destroy aggressors while you get your squishy indi ship out.

I like.
Chicken Pizza
One-man Armada
#578 - 2011-10-18 21:23:26 UTC
CCP Nullarbor wrote:
Bodega Cat wrote:
Can the Offices be named?


Oh I know the answer to this one - no you cannot name them (sorry).

Also, popping my dev post cherry.


Good, maybe you can answer some of the more important questions and concerns CCP Omen blatantly ignored. Forgive me if I missed a response of his in this garbage can of posts. Reading through 550 comments is almost as much of a clickin' chore as PI itself, considering roughly 70% of them are useless responses and +1's. Sorry if I seem overly blunt about it, but I'm a tad irritated by this proposed change and the fact that it's "ready to go" despite the fact that we haven't heard jack about it until now. This is not a change you bring up after already developing it to the point of "ready to go".

My 3 biggest questions/concerns at the moment:

1. How will GCC work with this new structure? Defending it will be difficult. Someone brought up earlier that once the POCO comes out of reinforced, the attacking fleet will now be neutral to the defending fleet, putting the defenders at a disadvantage. CCP Omen said that you could potentially place one near a station(considering some stations are well within 100,000 km away from a planet). Now we have to consider station guns coming into play. Is there anything being done about this? Or is that going to be chalked up as "working as intended"? I'm fairly certain this wasn't addressed, so there needs to be some sort of minimum distance from stations so that sentries don't enter the equation.

2. We need bigger launch cans. A 500m3 launch is hardly compensation for possible tax hikes that can potentially kill the income of the "smaller guy". Believe it or not, the little guys make up a hefty amount of the PI goods supplied to the market. Some of these lone wolves manage over 30 planets at a time.

3. As far as I've seen, there is nothing being done to balance out the risk/reward factor here. The risk and cost of indulging in this new system for the smaller corporations and single players has only increased, and the only counterbalance is that we have bigger links. That's great, except bigger links only compensate the idiots who don't know how to properly set up their planets. We need more output from low security systems. The price of robotics has already doubled! There are inevitably going to be less people doing PI in low sec. They will either cease doing PI or move it to high sec. We need more incentive to continue PI in low sec, or we are going to see a sharp decrease in low sec PI return. Believe it or not, that's where a vast amount of PI on the market comes from.
Liquidus Lamnia
Science and Trade Institute
Caldari State
#579 - 2011-10-18 21:25:09 UTC  |  Edited by: Liquidus Lamnia
The proposed change lacks economic incentive, corporate-level functionality, and managibile defenses

1) As others have pointed out, the ROI for the station cost is dismal. It will not be installed for the tax income alone.

  • 0.0 Sec Corporations will not allow others to use the PCO
  • Wormhole Corporations will not allow others to use the PCO


2) Enable Corporate Hangers in the PCO, this would allow for the exchange of PI between characters remotely without moving it from the PCO

  • This would reduce the number of Planets needing PCOs
  • The PCO owning corp would reduce tax to 0% therefore saving 5% over current taxes or more if tax is raised at NPC COs


3) Do not remove the existing NPC COs

  • Increase the taxes charged by NPC COs in LS/0.0/w-space to 500% or more
  • Allow them to be attacked except in HS, giving them less HP than a CPO
  • Increase the capacity of the Command Center planetary ejection system to enable tax evasion.


4) Using FW and Incursion LP for BPC purchase prevents characters with less than 18 months of experience from earning them (ability to fly Macherial/Nightmare/High-End BS), provide another market.

5) As previously requested, implement the ability to access courier contracted items from a PCO, this will enable low-sec PI

6) The HP as stated is good, but the ability to mount ECM/Batteries must be included as well.

7) Currently only the following are used in other products:
(P2)

  • Transmitter
  • Synthetic Oil
  • Superconductor
  • Rocket Fuel
  • Miniature Electronics
  • Mechanical Parts
  • Coolant
  • Consumer Electronics
  • Construction Blocks
  • Enriched Uranium


(P3)

  • Guidance Systems
  • Robotics


All the other P2/P3/P4 products need to be used in non-POS recipes to justify/balance PI.
This needs to be addressed to increase demand and justify PCO defense risk.

8) Clarify Low-Sec requirements for attacking PCOs, is a war dec needed to avoid GCC?


For PCOs to succeed, DO NOT IMPLEMENT WITHOUT items 2, 3, and 6
Deviana Sevidon
Jades Falcon Guards
#580 - 2011-10-18 21:26:19 UTC
I hope everyone likes these changes also likes flying T1. Because T2 and T3 will become a lot more expensive.

....as if 10,058 Goon voices cried out and were suddenly silenced.