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Why a high sec nerf is good for industrialists.

Author
Lord Zim
Gallente Federation
#201 - 2012-10-24 11:16:03 UTC
Ghazu wrote:
Tobiaz wrote:
Ghazu wrote:
Why does hisec think they somehow deserve the abundance of convenient facilities when they don't even pay sov bills, they get all that fo free, why?


Because in empire, it's almost impossible to get rid of your competition through violence.

Also, players in null should make more money on average then in empire. Perhaps this is not really the case right now, but that requires its own solution and is no good argument for bringing production capabilities in null on par with empire.


Getting better everything (capacity and security) for free makes no sense.
Give me a good reason why null production can't be on par with empire.

s/on par with/exceed/;

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Lord Zim
Gallente Federation
#202 - 2012-10-24 11:18:13 UTC
Tobiaz wrote:
Ghazu wrote:
Tobiaz wrote:
Ghazu wrote:
Why does hisec think they somehow deserve the abundance of convenient facilities when they don't even pay sov bills, they get all that fo free, why?


Because in empire, it's almost impossible to get rid of your competition through violence.

Also, players in null should make more money on average then in empire. Perhaps this is not really the case right now, but that requires its own solution and is no good argument for bringing production capabilities in null on par with empire.


Getting better everything (capacity and security) for free makes no sense.
Give me a good reason why null production can't be on par with empire.


I think I already did.

More capacity and security in return for increased competition and decreased consumer wealth.

You mean more security, more competition, less consumer wealth and less capacity.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Ghazu
#203 - 2012-10-24 11:29:21 UTC
Tobiaz wrote:
Ghazu wrote:
Tobiaz wrote:
Ghazu wrote:
Why does hisec think they somehow deserve the abundance of convenient facilities when they don't even pay sov bills, they get all that fo free, why?


Because in empire, it's almost impossible to get rid of your competition through violence.

Also, players in null should make more money on average then in empire. Perhaps this is not really the case right now, but that requires its own solution and is no good argument for bringing production capabilities in null on par with empire.


Getting better everything (capacity and security) for free makes no sense.
Give me a good reason why null production can't be on par with empire.


I think I already did.

More capacity and security in return for increased competition and decreased consumer wealth.

Edit:

It's not more capacity by the way, but a decrease in the operating costs of production, because null can increase its capacity simply with POS. I do however think NPC fees in empire should be increased (with a standings reduction) with a more dramatic further increase when the industry and research slots are running at 100% capacity (as now happens with offices like in Jita)

So there are no POS to be found in highsec? Increased competition over a much larger market. Decreased consumer wealth is blatantly false, see speculators. Your reasons are inadequate.
And when there are hostiles in system, I sure hoped there was concord to protect my little PI truck.

http://www.minerbumping.com/ lol what the christ https://forums.eveonline.com/default.aspx?g=posts&m=2299984#post2299984

Inquisitor Kitchner
The Executives
#204 - 2012-10-24 12:21:07 UTC  |  Edited by: Inquisitor Kitchner
Diva Ex Machina wrote:


From what I have experienced of nullsec, it's a pretty accurate description.

Really, if nullsec alliances wanted more industry then they would make 0.0 a welcoming place for miners and industrialists. But from what I've seen, miners and industrialists are barely tolerated in null and often get ridiculed and taxed back into high sec for not being 'l33t pvpers'.




I'm sure any industrial or mining corporation who wanted to be part of Executive Outcomes would be taken seriously. The idea of having an entire corporation of people willing to seed our markets for us and keep us in ships is quite appealing. We don't expect elite pee vee pee, we expect contributors to the alliance. If your idea of "joining a nullsec alliance" is to sit there mining and making stuff and selling it at ridiculous prices then no, that's not contributing. Supplying our doctrine ships on contract at pre-agreed prices in our staging systems, making capital ships to order, making and fuelling POSs and other various things are contributing.

However I'm pretty sure if I checked we would find none have asked us.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Krixtal Icefluxor
INLAND EMPIRE Galactic
#205 - 2012-10-24 13:16:54 UTC
Inquisitor Kitchner wrote:


However I'm pretty sure if I checked we would find none have asked us.



I'm not being hostile....but, have you asked them ?

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Tobiaz
Spacerats
#206 - 2012-10-24 13:18:56 UTC  |  Edited by: Tobiaz
Mara Rinn wrote:
Lord Zim wrote:
Which is why there would have to be changes done to hisec's industrial mechanics to give nullsec a natural advantage. In fact, if nullsec started exporting more goods than it imported, that would be awesome.


I touched on some ideas for revamping industry in response to the CSM Summit Minutes in my blog some time back. The crib notes:

  • Convert all activity lines to process rather than project operation. That is: you load a blueprint, press go, and the assembly line/research facility/invention lab will continue to produce the output until the inputs are exhausted.
  • Have NPCs adjust the prices of their facilities based on load: more than 50% of lines in use? Increase the price by 10%
  • Reduce the number of NPC lines
  • Buff POS refineries
  • Nerf NPC station refineries to bring them into line with POS refineries (i.e.: turn refineries into assembly lines: if there are a lot of people reprocessing stuff at a station, the queue for the local refinery grows very very long)


Between the requirement for Charters for POSes anchored in empire, and the fuel efficiency dividend of sovereignty (or FW occupation, perhaps?), you'll have decent benefits for doing your industry activity in nullsec or lowsec.



I don't really see the upside of making production process operated. In fact it will result in people hogging slots similar to the situation back when people had to hire the actual slots. Good thing then though was that operating costs DID rose (like offices do), but since POS weren't an alternative yet, CCP had to step in.

The current ability to stack projects at least now allows others to make use of a facility as well, instead of a few that occupy the slots permanently until finally the fees becomes to much to afford.

I think the NPC slot rent currently does rise when they are all permanently occupied. Problem is though that with the current availability of slots, it doesn't rise enough. The effect should be increased so in hub systems and their neighbors it becomes feasible to use POS for production.

Increase in NPC rents to a point where they can take a big bite out of your profit, would also allow for NPC faction standings to become more important for those determined to producing in hub stations.

Personally I'd say a raise of 5% if a stations capacity is above 75% for a whole week, 25% if it's been at 100% the whole week. And 5% down when below 25%, 25% down when at 0% for the whole week. Down to a minimum ofcourse.

A good way to look at this is trying to imagine the NPC owner to maximize its profit.

I think a better formula would be raising the fee with 5% if during a whole week more then 75% of a station's capacity is used, and dropping 5% (down to a minimum fee) if it drops below 25% at some point during a week.

POS refineries would only need a capacity buff if CCP would nerf the station's refineries so these jobs would take time as well (perhaps still a bit quicker then POS). Then increase the NPC fee a lot but increase the effect of NPC standings on this.
I'd imagine this would open up a new 'garbage recycler' profession in EVE.

Why the focus on NPC standings? Because it would give FW another boost, together with mission runners. And I'd imagine most players won't bother with trying to raise their standings just for station services, but those that do have new opportunities. It's also something that will give one-account players an edge over players that run their own industry corp with dozens of personal accounts (like those now dominating Jita's Wall-Mart).

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Silk daShocka
Greasy Hair Club
#207 - 2012-10-24 13:30:06 UTC
Tobiaz wrote:

I think the NPC slot rent currently does rise when they are all permanently occupied. Problem is though that with the current availability of slots, it doesn't rise enough. The effect should be increased so in hub systems and their neighbors it becomes feasible to use POS for production.


It doesn't.

Also, all these suggestions to change the npc slots would just push hi sec manufacturing into hi sec poses. Some people already do this to avoid queues etc. The only impact of pushing manufacturing into hi sec poses will be an even greater demand for poses (this might fuel war, to get a moon, who knows) as well as perhaps decreasing the supply of ships as well as raising the cost of t2 ships. Poses aren't exactly ideal for ship production due to slots, and definately not ideal for t2 production due to ME 1.10 or w/e it is.

All this does very little to alleviate the tears of null seccers that don't want to compete with Jita exports like everyone else that plays eve. It seems from the posts in this thread that jita exports are the main concern in regards to null sec industry, as well as a lack of slots.
Tobiaz
Spacerats
#208 - 2012-10-24 13:35:38 UTC
Ghazu wrote:

So there are no POS to be found in highsec? Increased competition over a much larger market. Decreased consumer wealth is blatantly false, see speculators. Your reasons are inadequate.
And when there are hostiles in system, I sure hoped there was concord to protect my little PI truck. [/quote]

Those POS are pretty much all for research because of the shortage of available NPC research slots. In the same way null can put up POS to deal with the lack of outpost industry slots. So that argument is just silly.

And may I remind you that that 'larger market' is coming a LOT from 0.0 demand? RvB's ship-grinder aside, it's 0.0 where the most stuff gets destroyed, especially when compared to the number of inhabitants. If null would supply it's own demand, empire would remain with the same competitive market, but with a much smaller customer base (most of them only rarely losing a ship). Thus creating the argument I mentioned.

A agree to some point on the lower consumer wealth though. CCP is not maintaining the balance well in this regard. Having nerfed individual income for null to much while allowing Incursions to remain as is (a problem that's as old as Lv4 mission though). But considering the sustained scale at which stuff gets destroyed in null, on alliance level, they certainly ARE richer then the ones in empire.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Silk daShocka
Greasy Hair Club
#209 - 2012-10-24 13:40:27 UTC
Tobiaz wrote:

And may I remind you that that 'larger market' is coming a LOT from 0.0 demand? RvB's ship-grinder aside, it's 0.0 where the most stuff gets destroyed, especially when compared to the number of inhabitants..


Press f10, zoom out, select ships destroyed in last 24 hours.

Plenty of ships blow up in high sec.
Lord Zim
Gallente Federation
#210 - 2012-10-24 13:40:41 UTC
Silk daShocka wrote:
Also, all these suggestions to change the npc slots would just push hi sec manufacturing into hi sec poses.

If they feel like spending more money to run manufacturing in a POS, instead of spending a few meager minutes to find the myriad of free (and cheap as ****) slots within 2-3 jumps of Jita, then that's profit they're tossing out the window on their own dime. vOv

Silk daShocka wrote:
Some people already do this to avoid queues etc.

Then they're not exactly willing to spend even a few seconds to find the myriad of open slots within 2-3 jumps of jita. It's what I always use, and it costs literally nothing to use. I can't really help it if they're lazy and dumb. vOv

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Tobiaz
Spacerats
#211 - 2012-10-24 13:51:04 UTC  |  Edited by: Tobiaz
Silk daShocka wrote:
Tobiaz wrote:

I think the NPC slot rent currently does rise when they are all permanently occupied. Problem is though that with the current availability of slots, it doesn't rise enough. The effect should be increased so in hub systems and their neighbors it becomes feasible to use POS for production.


It doesn't.

Also, all these suggestions to change the npc slots would just push hi sec manufacturing into hi sec poses. Some people already do this to avoid queues etc. The only impact of pushing manufacturing into hi sec poses will be an even greater demand for poses (this might fuel war, to get a moon, who knows) as well as perhaps decreasing the supply of ships as well as raising the cost of t2 ships. Poses aren't exactly ideal for ship production due to slots, and definately not ideal for t2 production due to ME 1.10 or w/e it is.

All this does very little to alleviate the tears of null seccers that don't want to compete with Jita exports like everyone else that plays eve. It seems from the posts in this thread that jita exports are the main concern in regards to null sec industry, as well as a lack of slots.


So slot rent in Jita is the same as in some backwater system? I'll have to check that to be certain, because I am certain there are differences in the rent between the labslots of popular and unpopular (low-sec) stations.

Also what's wrong with pushing high sec manufacturing to high sec POS? It would benefit null sec industrialists, which is part of the goal here, because null should start to build for it's own market instead of relying on empire.

I doubt the effect will be too severe though because instead of moving to a high-sec POS most industry will simply move to produce outside the hub-systems. This is, until a equilibrium is reached by the dynamic slot rent.

I doubt T2 will be affected in any way, currently. Just imagine: null is shipping the moongoo products to empire to make T2 stuff, of which a lot is then traded back to null. I doubt they'd really care about not being able to build in a hub station.

As for the POS inefficiency, that's a problem because everything else isn't balanced. If the rest becomes more expensive because of increasing NPC fees, then low POS PE is no longer such a big issue.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

baltec1
Bat Country
Pandemic Horde
#212 - 2012-10-24 13:51:44 UTC
Silk daShocka wrote:
Tobiaz wrote:

And may I remind you that that 'larger market' is coming a LOT from 0.0 demand? RvB's ship-grinder aside, it's 0.0 where the most stuff gets destroyed, especially when compared to the number of inhabitants..


Press f10, zoom out, select ships destroyed in last 24 hours.

Plenty of ships blow up in high sec.

Not nearly as many as in nullsec. The CFC and many many others managed to blow up more ships in a single battle than all of highsec lost in that day.
Lord Zim
Gallente Federation
#213 - 2012-10-24 13:52:58 UTC
Silk daShocka wrote:
Tobiaz wrote:

And may I remind you that that 'larger market' is coming a LOT from 0.0 demand? RvB's ship-grinder aside, it's 0.0 where the most stuff gets destroyed, especially when compared to the number of inhabitants..


Press f10, zoom out, select ships destroyed in last 24 hours.

Plenty of ships blow up in high sec.

And last I checked, a vast majority of that was people dying to rats, i.e. they're terrible at EVE. PVP losses happen majorily in low/null.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Tobiaz
Spacerats
#214 - 2012-10-24 13:53:03 UTC
Silk daShocka wrote:
Tobiaz wrote:

And may I remind you that that 'larger market' is coming a LOT from 0.0 demand? RvB's ship-grinder aside, it's 0.0 where the most stuff gets destroyed, especially when compared to the number of inhabitants..


Press f10, zoom out, select ships destroyed in last 24 hours.

Plenty of ships blow up in high sec.


Care to guess how many of those are newbie ships and T1 frigates?

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Malcanis
Vanishing Point.
The Initiative.
#215 - 2012-10-24 13:57:10 UTC
Silk daShocka wrote:

All this does very little to alleviate the tears of null seccers that don't want to compete with Jita exports like everyone else that plays eve.


Fine we'll just ask CCP to make hi-sec stations conquerable, and then when hi-seccers have to contend with possible loss like everyone else in EVE, we'll see about tears, eh?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Lord Zim
Gallente Federation
#216 - 2012-10-24 13:57:58 UTC
Lord Zim wrote:
Silk daShocka wrote:
Tobiaz wrote:

And may I remind you that that 'larger market' is coming a LOT from 0.0 demand? RvB's ship-grinder aside, it's 0.0 where the most stuff gets destroyed, especially when compared to the number of inhabitants..


Press f10, zoom out, select ships destroyed in last 24 hours.

Plenty of ships blow up in high sec.

And last I checked, a vast majority of that was people dying to rats, i.e. they're terrible at EVE. PVP losses happen majorily in low/null.

http://community.eveonline.com/devblog.asp?a=blog&nbid=3235

High Sec
PVP: 1,974,022
PVE: 6,317,926
Total: 8,291,948

Low Sec
PVP: 4,126,911
PVE: 510,683
Total: 4,637,594

Null Sec
PVP: 7,061,988
PVE: 568,353
Total: 7,630,341

Wormhole Space
PVP: 377,786
PVE: 162,126
Total: 539,912

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Mirima Thurander
#217 - 2012-10-24 14:08:30 UTC
Removing a lot of the industry slots from high sec and moving them to low sec Would help move more of the building to low sec.

All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel.

Malcanis
Vanishing Point.
The Initiative.
#218 - 2012-10-24 14:16:24 UTC
Mirima Thurander wrote:
Removing a lot of the industry slots from high sec and moving them to low sec Would help move more of the building to low sec.


I'm not sure this is the answer. By all means add more industrial capacity to 0.0, but I think that hi-sec should always retain the capacity to accomodate many players. The advantage of 0.0 production should be production & material efficiency rather than production availability.

For instance there'd be no need for heavy-handed anti-sandbox style measures like restricting T2 production to 0.0 if you simply gave player built outposts an irreducable 10-15% ME advantage over NPC one. T2 production would largely shift to 0.0 on its own, because the increase in profit margin would be worth the risk.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

First Main
Main's Moon Mining
#219 - 2012-10-24 14:30:53 UTC
Geligdio Khan wrote:
So could this be achieved in practice? I think two small changes would accomplish it very quickly. The current distribution of minerals in the game is (ignoring anomalies and wormholes);

High Sec, Tritanium, Pyerite, Mexallon, Isogen, Nocxium

Low Sec, the above plus Zydrine (no wonder no one goes there)

Null Sec, the above plus Megacyte and Morphite.

I propose changing this to

High Sec, Tritanium

Low Sec, Tritanium, Pyerite, Mexallon, Isogen, Nocxium

Null Sec, Tritanium, Pyerite, Zydrine, Megacyte, Morphite.



As a miner (yes this is not my main get over it) i would actually agree to most of this. If you made Pyerite and Mexallon available in high sec as well as tritanium. I would also be happy with iso and nocx being available in high sec grav sites, but with a regular spawning rats of a decent level
Malcanis
Vanishing Point.
The Initiative.
#220 - 2012-10-24 14:34:39 UTC
First Main wrote:
Geligdio Khan wrote:
So could this be achieved in practice? I think two small changes would accomplish it very quickly. The current distribution of minerals in the game is (ignoring anomalies and wormholes);

High Sec, Tritanium, Pyerite, Mexallon, Isogen, Nocxium

Low Sec, the above plus Zydrine (no wonder no one goes there)

Null Sec, the above plus Megacyte and Morphite.

I propose changing this to

High Sec, Tritanium

Low Sec, Tritanium, Pyerite, Mexallon, Isogen, Nocxium

Null Sec, Tritanium, Pyerite, Zydrine, Megacyte, Morphite.



As a miner (yes this is not my main get over it) i would actually agree to most of this. If you made Pyerite and Mexallon available in high sec as well as tritanium. I would also be happy with iso and nocx being available in high sec grav sites, but with a regular spawning rats of a decent level


So in other words you agree to his idea of removing all minerals from hi-sec except those which are already there?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016