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You did it to yourselves - Yet Another Boost null/low, nerf hi thread, except not.

Author
Frying Doom
#181 - 2012-12-31 08:11:18 UTC
Hrothgar Nilsson wrote:
Frying Doom wrote:
Ok easiest way to look at this

Here is manufacturer A

[wall of text]

What about manufacturer B who doesn't yet exist? And manufacturers C, D, E and consumers B, C, D, and E.

People slip too easily into one of the long-discarded mercantilist notion of zero sum, that for a gain to be realized someone, somewhere else experiences a precisely exact amount of loss.

If an enhancement to game economy mechanics serves to retain old players and attract new ones, that's a scenario that could quite easily result in positive-sum gains. Even in scenarios in which retention/attracting doesn't occur, the result could be positive-sum as an outcome of removing inefficiencies from the system.

So your specific ideas are?

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

TharOkha
0asis Group
#182 - 2012-12-31 09:02:50 UTC  |  Edited by: TharOkha
Malcanis wrote:

Seriously, hi-sec industrialists get everything handed to them free of effort, risk and cost. 0.0 industrialists have to provide their own stations, deal with unfair restrictions like only 1 station per system, risk losing their stations and being locked out of their assets there, and then to add insult to injury, pay massive sovereignty bills for the privilege.


And thats why i (and many others) proposed several times, that this needs to be dealt with. Completely rebalance null sec mechanics. If something is crappy, then it will be crappy, no matter how much you nerf hisec.

Quote:
You "Country A" types are, to be blunt, frightened silly at the idea of competing on a remotely level playing field. That's the only possible explaination I can think of for opposing the request for that leveling.


No. We are opposing this because there is a huge number of players like me (and many -10 players and their hisec alts). Their main income comes from hisec. Their main adventures / fun / thrill comes from low / wh / null activities. And thats why we rather see buff to null industry, than nerf to hi. You will cut earnings in hisec=you will need more time to gain same ammount of isk = less time in low/wh/null = more boredom.

Quote:
On a side note, it's funny how those people making the "heart of civilisation" argument that hi-sec should be better never seem to advocate the other side of that coin.


Nobody thinks, that hisec should be supperior. We are just saying that buffing null is the way of balance, not nerfing hisec. Remove restrictions one station per system, more manufacturing slots, and maybe better material/time efficiency on those stations would surely make nullsec more attractive and manufacturing would be cheaper than in hisec. This is the only way to rebalance eve industry in a long term. Nerfing hisec will just solve this inbalance only on short term. Why? Because nullsec industry would be still crippled as it is now.

Quote:
You want hi-sec to have developed-nation superiority of infrastructure? Sure, OK.
You also get to have developed nation tax rates. How does 25% sound?


I have no problem with higher taxes in hisec as far as they would be reasonable (25% is not) and lowsec/null stations would have 0% (this should boost low/null trading).
Pyotr Kamarovi
Out Of The Depths Academy
xX SERENITY Xx
#183 - 2012-12-31 09:20:36 UTC
Please explain to me how having a nullsec trade hub fixes the issues with manufacturing and refining in nullsec.

Thanks in advance.
TharOkha
0asis Group
#184 - 2012-12-31 09:21:40 UTC  |  Edited by: TharOkha
Pyotr Kamarovi wrote:
Please explain to me how having a nullsec trade hub fixes the issues with manufacturing and refining in nullsec.

Thanks in advance.

Maybe you should read my whole post aggain and not just last sentence Idea
Hrothgar Nilsson
#185 - 2012-12-31 09:25:35 UTC
Frying Doom wrote:
So your specific ideas are?

My specific point is that it needn't be a strictly zero-sum game.
Frying Doom
#186 - 2012-12-31 09:34:33 UTC
Hrothgar Nilsson wrote:
Frying Doom wrote:
So your specific ideas are?

My specific point is that it needn't be a strictly zero-sum game.

Well sorry but this is not kindergarten but I don't wanna or I think that's dumb really does not cut it. If you have good ideas I would love to hear them but it needn't be zero sum is not a point its just a general whine. And to add to that my mathematics says that +POS and outpost enhancements + dangerous space mineral access - NPC nerf -additional jump fuel costs = a positive.number.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Malcanis
Vanishing Point.
The Initiative.
#187 - 2012-12-31 10:53:08 UTC
TharOkha wrote:
Nobody thinks, that hisec should be superior.


I beg your pardon, but if you've been following the various threads on these topics, it seems that quite few people think exactly that. If you're not one of them, then I apologise for jumping on you. (Flu + flu medication isn't a great combo for promoting concentration and insights into subtexts)

To clarify There are multiple aspects to this situation, they all need resolving seperately,fixing just one of them isn't going to solve anything, and rebalancing them is going to be delicate and difficult.

(1) Sov 0.0 simply does not and cannot have sufficient manufacturing capacity to supply itself with the current outpost mechanics. There simply aren't the available production lines. Thus, simply "nerfing hi-sec" won't solve the problem. Even if CCP deleted hi-sec tomorrow, sov industry still wouldn't be viable. It would just move to lo-sec or NPC 0.0. Player built outposts need a complete rebalance.

(2) Hi-sec is virtually "perfect"; there is only one constraint to manufacturing and industry in hi-sec and that is the requirement to purchase Zydrine, Megacyte and Mercoxit from 0.0 or W-space sources. As these minerals are the ones with the lowest physical volume, they're also by far the easiest to transport, so even here, hi-sec has the advantage. With the sole exception of high end minerals, hi-sec is currently either better than anywhere else or else unbeatable (assuming we don't advocate silliness like 110% refine rates) for manufacturing, R&D, Invention, trading and so on. Even if 0.0 was "good" for these activities, hi-sec is arguably too good at all of them.

(3) Productive activity in sov 0.0 operates with some intrinsic costs that mean it has to be "better" than hi-sec to be viable; the productive output of a 0.0 station has to be better than that of a hi-sec system by at least the cost of the sov bills in order for that production to be competitive. To make this clear: let's imagine that CCP make sov outposts have the same number of production lines as a good hi-sec station, and both can make, say, 100 battleships a month. If the sov bill for the 0.0 system to 750M ISK per month, then the cost of producing those battleships needs to be at least 7.5M ISK less in the sov outpost for its production to be competitive.

Whether this difference is best achieved by making hi-sec stations less efficient or sov outposts more efficient is a matter for the economists to decide. And in practice there are quite a few other 'hidden' costs to operating productive activities in 0.0; delays caused by hostile presence, increased losses from same, additional transport overhead due to the 1 station per system limit, the actuarial cost of the possibility of losing the station and the space, plus the (very significant) sunk costs of building the station in the first place and of establishing the sov structures.

So it's easy to imagine that after taking all these into account that our imaginary sov outpost would actually need a 15M or 20M ISK production cost per battleship or BPC run or invention job efficiency advantage to be viable in the long run.

Please bear in mind that the numbers I have used are purely for example purposes, and the actual percentages might be lower or higher. However my instinct is that the real number will be at least ~15%.

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

Grath Telkin, 11.10.2016

Frying Doom
#188 - 2012-12-31 11:01:29 UTC
Malcanis wrote:
TharOkha wrote:
Nobody thinks, that hisec should be superior.


I beg your pardon, but if you've been following the various threads on these topics, it seems that quite few people think exactly that. If you're not one of them, then I apologise for jumping on you. (Flu + flu medication isn't a great combo for promoting concentration and insights into subtexts)

To clarify There are multiple aspects to this situation, they all need resolving seperately,fixing just one of them isn't going to solve anything, and rebalancing them is going to be delicate and difficult.

(1) Sov 0.0 simply does not and cannot have sufficient manufacturing capacity to supply itself with the current outpost mechanics. There simply aren't the available production lines. Thus, simply "nerfing hi-sec" won't solve the problem. Even if CCP deleted hi-sec tomorrow, sov industry still wouldn't be viable. It would just move to lo-sec or NPC 0.0. Player built outposts need a complete rebalance.

(2) Hi-sec is virtually "perfect"; there is only one constraint to manufacturing and industry in hi-sec and that is the requirement to purchase Zydrine, Megacyte and Mercoxit from 0.0 or W-space sources. As these minerals are the ones with the lowest physical volume, they're also by far the easiest to transport, so even here, hi-sec has the advantage. With the sole exception of high end minerals, hi-sec is currently either better than anywhere else or else unbeatable (assuming we don't advocate silliness like 110% refine rates) for manufacturing, R&D, Invention, trading and so on. Even if 0.0 was "good" for these activities, hi-sec is arguably too good at all of them.

(3) Productive activity in sov 0.0 operates with some intrinsic costs that mean it has to be "better" than hi-sec to be viable; the productive output of a 0.0 station has to be better than that of a hi-sec system by at least the cost of the sov bills in order for that production to be competitive. To make this clear: let's imagine that CCP make sov outposts have the same number of production lines as a good hi-sec station, and both can make, say, 100 battleships a month. If the sov bill for the 0.0 system to 750M ISK per month, then the cost of producing those battleships needs to be at least 7.5M ISK less in the sov outpost for its production to be competitive.

Whether this difference is best achieved by making hi-sec stations less efficient or sov outposts more efficient is a matter for the economists to decide. And in practice there are quite a few other 'hidden' costs to operating productive activities in 0.0; delays caused by hostile presence, increased losses from same, additional transport overhead due to the 1 station per system limit, the actuarial cost of the possibility of losing the station and the space, plus the (very significant) sunk costs of building the station in the first place and of establishing the sov structures.

So it's easy to imagine that after taking all these into account that our imaginary sov outpost would actually need a 15M or 20M ISK production cost per battleship or BPC run or invention job efficiency advantage to be viable in the long run.

Please bear in mind that the numbers I have used are purely for example purposes, and the actual percentages might be lower or higher. However my instinct is that the real number will be at least ~15%.

Depending on what the POS change brings you may be right but as it currently stands I do not feel that industry should cover a Sov bill completely due to the other bonus you receive from sov, lowered pos running costs for one thing cyno jammers, jump bridges and an actual place to dock, so no I dont believe it should cover that completely, it should however be better than a POS and a POS should be substantially better than an NPC station.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Pyotr Kamarovi
Out Of The Depths Academy
xX SERENITY Xx
#189 - 2012-12-31 11:01:35 UTC  |  Edited by: Pyotr Kamarovi
TharOkha wrote:
Pyotr Kamarovi wrote:
Please explain to me how having a nullsec trade hub fixes the issues with manufacturing and refining in nullsec.

Thanks in advance.

Maybe you should read my whole post aggain and not just last sentence Idea


I was responding to the OP, sorry :(

Ahem, edit: As for your post.

You can't buff null enough to make it better than high without either breaking the game or nerfing high a bit first. As has been said many times.

Unless you want nullsec refining and manufacturing to just create minerals out of thin air, I guess.
Malcanis
Vanishing Point.
The Initiative.
#190 - 2012-12-31 11:09:57 UTC
Frying Doom wrote:
Depending on what the POS change brings you may be right but as it currently stands I do not feel that industry should cover a Sov bill completely due to the other bonus you receive from sov, lowered pos running costs for one thing cyno jammers, jump bridges and an actual place to dock, so no I dont believe it should cover that completely, it should however be better than a POS and a POS should be substantially better than an NPC station.


I see what you're saying, but lets not forget that hi-sec dwellers also gain exactly the same value of "a place to dock" from the stations there - again, without any investment and minimal or zero payment on their part. I fail to see why only 0.0ers should be the ones to have to pay for these services as well as laying out the 20 billion ISK for the station in the first place; why shouldn't hi-seccers have to effectively pay for these services with relatively lower production efficiency since they're geting the stations themselves for free?

And the fact is that at the moment, an alliance really just needs one station to stage from, and maybe a few more to base ratting activity from. Virtually all the other outposts are built for the production or refining capability.

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

Grath Telkin, 11.10.2016

Frying Doom
#191 - 2012-12-31 11:38:52 UTC
Malcanis wrote:
Frying Doom wrote:
Depending on what the POS change brings you may be right but as it currently stands I do not feel that industry should cover a Sov bill completely due to the other bonus you receive from sov, lowered pos running costs for one thing cyno jammers, jump bridges and an actual place to dock, so no I dont believe it should cover that completely, it should however be better than a POS and a POS should be substantially better than an NPC station.


I see what you're saying, but lets not forget that hi-sec dwellers also gain exactly the same value of "a place to dock" from the stations there - again, without any investment and minimal or zero payment on their part. I fail to see why only 0.0ers should be the ones to have to pay for these services as well as laying out the 20 billion ISK for the station in the first place; why shouldn't hi-seccers have to effectively pay for these services with relatively lower production efficiency since they're geting the stations themselves for free?

And the fact is that at the moment, an alliance really just needs one station to stage from, and maybe a few more to base ratting activity from. Virtually all the other outposts are built for the production or refining capability.


I can see your point but what I am saying is that while they should be better than a POS well they cost more than 20 times as much Sov its self does confer other bonuses so I would be happy for them to have the best refine inately while a POS would have to chose that with the CPU and PU downside and they should definately have more slots than a POS can possibly have and a greater production speed I feel that covering the entire sov bill cost while sov provides area upgrades jammers ect ect it is too much. Form my point of view we need a basic POS as a base model one for lo-sec and hi with the right rep and then make the POS additions for below -0.0 better with regards to manufacturing and research so risk=reward and then make outposts better again, but as a mega takes 5 hours to manufacture and say a Amarr Factory Outpost Platform which has 9 slots so it would produce 1296 battleships a month and personally I think 9 slots is kind of rubbish personally about 30 sounds right at 20 bill a pop. So the ability to manufacture there would be great.

As to NPC facilities I personally believe the calculation for slots be they manufacturing or research should be the cost of a POS for that period of time divided by an average number of slots for a Manufacturing POS say 10 plus 10%

So that way while NPC users do not have the ongoing cost or risk of a POS they pay the same as it would be to use one for the manufacturing time plus 10%

And as I have said many times the max base refine in an NPC facility should be 30% so it is still possible to have a 100% refine if they are skilled up.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Malcanis
Vanishing Point.
The Initiative.
#192 - 2012-12-31 11:41:06 UTC
BTW, you keep saying POS - can you clarify whether you mean "POS" as in tower, or Player Outposts?

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

Grath Telkin, 11.10.2016

Frying Doom
#193 - 2012-12-31 11:47:54 UTC
Malcanis wrote:
BTW, you keep saying POS - can you clarify whether you mean "POS" as in tower, or Player Outposts?

POS as in Tower I will generally call an outpost an outpost

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

digitalwanderer
DW inc
#194 - 2012-12-31 17:02:11 UTC  |  Edited by: digitalwanderer
Malcanis wrote:


None of those things were responsible for making 0.0 indsutry unviable. PLEX are particularly irrelevant.



It's not the question of being unviable at all.....It's mostly the question of why bother with it when within a week, it's easy to make hundreds of millions or even billions in high sec to begin with, so it comes down to the motivation of being in 0.0 space to begin with.


If you're there to make more money than in high sec, it is doable but you have to assume the risks that you're going to lose ships every now and then, especially if the aliance in question is always at war on a constant basis, and they might or might not have a pvp refund system setup and that's assuming the corp you're in isn't a renter corp, paying quite a lot to the holding aliance to have a few mediocre systems for yourself, since the best ones are directly controlled by the main aliance( moon goo, officer spawns,etc...), not to mention restrictions on what you can and cannot build for your own corp in those systems you rent( super capitals come to mind).


The above scenario is the reality of most corps living in 0.0 right now.


Now if you're there primarily for the pvp aspect above all else, then you're in the right place no doubt about it and the extra means of isk generation is there to allow the pilot to replace lost ships as quickly as possible, but it does get annoying when constantly buying the same ships each time they get popped and there's been quite a lot of hard core pvp'ers that have asked for money from little old me to buy the stuff they need, and they're the ones living in 0.0 space, not me...Figure that one out.

Lol
Malcanis
Vanishing Point.
The Initiative.
#195 - 2012-12-31 17:06:07 UTC
digitalwanderer wrote:
Malcanis wrote:


None of those things were responsible for making 0.0 indsutry unviable. PLEX are particularly irrelevant.



It's not the question of being unviable at all.....It's mostly the question of why bother with it when within a week, it's easy to make hundreds of millions or even billions in high sec to begin with, so it comes down to the motivation of being in 0.0 space to begin with.


If you're there to make more money than in high sec, it is doable but you have to assume the risks that you're going to lose ships every now and then, especially if the aliance in question is always at war on a constant basis, and they might or might not have a pvp refund system setup and that's assuming the corp you're in isn't a renter corp, paying quite a lot to the holding aliance to have a few mediocre systems for yourself, since the best ones are directly controlled by the main aliance( moon goo, officer spawns,etc...)


The above scenario is the reality of most corps living in 0.0 right now.


Now if you're there primarily for the pvp aspect above all else, then you're in the right place no doubt about it and the extra means of isk generation is there to allow the pilot to replace lost ships as quickly as possible, but it does get annoying when constantly buying the same ships each time they get popped and there's been quite a lot of hard core pvp'ers that have asked for money from little old me to buy the stuff they need, and they're the ones living in 0.0 space, not me...Figure that one out.

Lol


You seem to think that it's all about making ISK. 0.0 already pretty good for making pure ISK, but that's not the point.

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

Grath Telkin, 11.10.2016

Andrea Roche
State War Academy
Caldari State
#196 - 2012-12-31 17:06:15 UTC  |  Edited by: Andrea Roche
In eve, high sec nerfs you!
All the high end ores are not present in high sec.
You can already make much more isk in null faster with very little effort.

If there is something that needs nerfing, are defenetly those high ends moons in null.
There is way too much PASSIVE isk made from moons in null
digitalwanderer
DW inc
#197 - 2012-12-31 17:15:44 UTC  |  Edited by: digitalwanderer
Malcanis wrote:


You seem to think that it's all about making ISK. 0.0 already pretty good for making pure ISK, but that's not the point.



So i'm in 0.0 space for what exactly if it isn't for the money?.....Politics?, back room deals?, overall paranoia with little of it based on facts?....Perhaps always keeping local open and having access to security channels to see if there's enemy ship movement coming your way?


It has always been the money for me and for the three years i was there, i made the isk i needed to make, managed it well and it has grown to quite an impressive sum in high sec, so 0.0 space served it's point from my end of things.


Maybe for others it's always about the pvp and nothing else, even to the point of aliances starting fights with other aliances to keep each of their PVP divisions happy and occupied, and not so much about territorial conquest or gaining control of even more resources than they already have....Some have even claimed to go to war just because they're bored otherwise.
Hrothgar Nilsson
#198 - 2012-12-31 17:21:22 UTC
Frying Doom wrote:
Hrothgar Nilsson wrote:
Frying Doom wrote:
So your specific ideas are?

My specific point is that it needn't be a strictly zero-sum game.

Well sorry but this is not kindergarten but I don't wanna or I think that's dumb really does not cut it. If you have good ideas I would love to hear them but it needn't be zero sum is not a point its just a general whine. And to add to that my mathematics says that +POS and outpost enhancements + dangerous space mineral access - NPC nerf -additional jump fuel costs = a positive.number.

Excuse me?

No, I don't have any ideas, and no, I wasn't whining. Just saying that in general it's within the realm of possibility to enhance aspects of the game so that gains realized in certain places don't necessarily have to result in an exact, corresponding amount of loss in others.
Bane Necran
Appono Astos
#199 - 2012-12-31 17:24:42 UTC
Qolde wrote:
Hisec in its current form could not exist without our blessings, and decisions to make their lives so convenient and fruitful.


Gave the troll away with that. But better luck next time.

"In the void is virtue, and no evil. Wisdom has existence, principle has existence, the Way has existence, spirit is nothingness." ~Miyamoto Musashi

Malcanis
Vanishing Point.
The Initiative.
#200 - 2012-12-31 17:31:29 UTC
digitalwanderer wrote:
Malcanis wrote:


You seem to think that it's all about making ISK. 0.0 already pretty good for making pure ISK, but that's not the point.



So i'm in 0.0 space for what exactly if it isn't for the money?.....Politics?, back room deals?, overall paranoia with little of it based on facts?....Perhaps always keeping local open and having access to security channels to see if there's enemy ship movement coming your way?


It has always been the money for me and for the three years i was there, i made the isk i needed to make, managed it well and it has grown to quite an impressive sum in high sec, so 0.0 space served it's point from my end of things.


Maybe for others it's always about the pvp and nothing else, even to the point of aliances starting fights with other aliances to keep each of their PVP divisions happy and occupied, and not so much about territorial conquest or gaining control of even more resources than they already have....



Ok this has been said about twenty times already but what the hell 21 is a good number

The issue is that alliances can only exist in 0.0 if they behave efficiently. Inefficient alliances will be outcompeted by better run organisations, and eventually fail.

Currently, conditions in 0.0 are such that the efficiency maxima is to basically do nothing but rat, and then PvP by waiting on Titans for the other side to make a mistake first. There's no good reason to do anything else in 0.0; it's inefficient to make stuff, R&D stuff, invent stuff, mine. The only things to do in sov 0.0 that it aren't considerably better to do elsewhere is shoot red pluses, and even then it's not that great compared to W-space, and to Titan around the place.

Now I just know that you're itching at this point to say something edgy and cool about blobs and fields of blues and blah blah blah. Please don't because it's stupid and it's wrong. Players in 0.0 aren't some kind of mind-ray victims who do this **** because they've been hypnotised into it. They do it because it's the correct game-theory thing to do. They're punished if they don't do it by other organisations who do because that's what the mechanics of the game dictate.

So the result is: sov 0.0 is sterile and lifeless. Once you've ratted yourself up enough ISK for a couple of carriers and a few pimp roaming ships for "hobby" PvP, there's not even any need to rat any more, because all you ever lose is ship on alliance ops, and they get reimbursed. So people just don't log in. They wait for fleet pings, long in, and hope that this time, someone will get in a lucky bubble or screw up a timer or something and that the opposition will have something big enough at stake to actually fight over. Again, not because they're dumb, or stupid, but because this is the behaviour that the mechanics of the game make optimal. Roaming gangs are pointless, because everyone's playing HoN except a few dudes in covops or spying looking for an opportunity. So the only ships in the systems are auto-safing bots.

If instead there was a viable player ecosystem, a collection of worthwhile things to do, if it was actually more efficient for alliances to build their ships and invent their T2 in their own space, and so on, then perhaps, just maybe, just possiblly, small stakes PvP might become viable again as well. There would actually be a point to doing quick incursions into hostile space. We would actually be able to apply small gangs in a meaningful way. There might actually be real people, actual EVE players logged into 0.0 systems and doing stuff, supporting a further ecological layer of other people trying to stop them, and a tertiary layer of defenders, stuff happening, things worth logging in for, niches for new players to operate in 0.0, there might be a value to making sure that all the space you control is fully utilised... you get the picture.

Wallet flashy is all very well. A reason to log in and play is worth infinitely more.

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

Grath Telkin, 11.10.2016