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How many BPO's are there?

Author
Jack Vanderpool
Native Freshfood
Minmatar Republic
#1 - 2013-03-18 23:22:53 UTC
I've searched all over looking for an answer but didn't find anything satisfactory...roughly how many BPO's exist for a given item? Are there a fixed number of them, or do they "spawn" occasionally? In other words, is it possible to buy all (or most) of the BPO's for Salvager I's? If they do spawn occasionally, does anyone know roughly how often? I"m not looking for exact figures here, just trying to get a handle on how this part of the economy works.
Elena Thiesant
The Scope
Gallente Federation
#2 - 2013-03-18 23:29:32 UTC
The NPC sellers have a constant amount, so if you see an NPC seller selling 50 Salvager I BPOs, you buy 10, the NPC will have 50 up for sale right after, maybe at a slightly increased price
XShrapnel77
Millennium Industries
#3 - 2013-03-18 23:33:25 UTC  |  Edited by: XShrapnel77
Blueprints on the market are BPOs. They just dont show up as such until you actually buy it.

BPOs are unlimited, NPCs sell them in stations based on corp and location.

The answer to your second question is no, but you can buy ever single type of BPO, therefore having an entire set of them.

The part that matters is if its researched or not. That's where you make profit.
Velicitia
XS Tech
#4 - 2013-03-19 00:17:37 UTC  |  Edited by: Velicitia
Elena Thiesant wrote:
The NPC sellers have a constant amount, so if you see an NPC seller selling 50 Salvager I BPOs, you buy 10, the NPC will have 50 up for sale right after, maybe at a slightly increased price



it'll be 40, until either
1. other people buy the remaining 40 (this'll immediately restock at a few ISK higher, to a cap of +10% over baseprice)
2. DT (at which point the item is restocked and the price goes down a few ISK, to a minimum of -10% below baseprice)


NOTE -- this is "Pre-Retribution" market workings. CCP did something with the market recently (a week or two ago) and it's changed a few numbers... either because we're collectively space-rich enough to warrant it ... or the market baseprice maths have been changed. (or ~CCP~)

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Jack Vanderpool
Native Freshfood
Minmatar Republic
#5 - 2013-03-19 00:19:35 UTC
Well that stinks. Was hoping to corner the market! Nothing much "original" about them if they are essentially unlimited. No wonder the economy is a mess...

Oh well, thanks for your replies!
Haulie Berry
#6 - 2013-03-19 00:24:05 UTC
Jack Vanderpool wrote:
Well that stinks. Was hoping to corner the market! Nothing much "original" about them if they are essentially unlimited. No wonder the economy is a mess...

Oh well, thanks for your replies!



The economy is a mess?

How so?
Jack Vanderpool
Native Freshfood
Minmatar Republic
#7 - 2013-03-19 00:28:20 UTC
Imagine a world where building materials (ore) is unlimited, and anyone can buy the blueprint to make (and factory capacity to produce), say, an iPad. What do you think prices for iPads would look like?
Haulie Berry
#8 - 2013-03-19 00:31:50 UTC
I kind of feel like maybe you aren't terribly familiar with Eve's economy as it presently stands.
Velicitia
XS Tech
#9 - 2013-03-19 00:35:04 UTC
Jack Vanderpool wrote:
Imagine a world where building materials (ore) is unlimited, and anyone can buy the blueprint to make (and factory capacity to produce), say, an iPad. What do you think prices for iPads would look like?


still expensive because the materials are still expensive.

maybe a little bit above mineral price though.

you should've seen prices on the tier3 BCs when they came out -- sold one of each at 220m a pop or so (next day they were down to about 150, then 90 within a few more days ... people were lemmings with how fast they took prices from "hahaha, another sucker" to "OMGWTF, this is only 5% above mineral price!")


Wasn't even enough time to throw a print in for say ME 5 research ... or barely enough time anyway...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Jack Vanderpool
Native Freshfood
Minmatar Republic
#10 - 2013-03-19 00:41:38 UTC
Haulie Berry wrote:
I kind of feel like maybe you aren't terribly familiar with Eve's economy as it presently stands.


Supply is essentially unlimited. All the ore in the universe is replenished every 24 hours, and anyone can make anything. It's not much more complicated than that really. Yes, some money does leave the economy in the form of taxes, fees, npc purchases etc. But the basis of any economy is raw materials. If raw materials are essentially free and unlimited, there are no real constraints on the economy. I have a feeling that CCP does some other forms of "inflation control", but I just don't see that they are being effective.

For example, I was buying T2 ships a week after I started. I just think it should be harder than that to buy high-tech gear.
Jaycobbe
High Life Industries
#11 - 2013-03-19 01:16:22 UTC
Jack Vanderpool wrote:
Haulie Berry wrote:
I kind of feel like maybe you aren't terribly familiar with Eve's economy as it presently stands.


Supply is essentially unlimited. All the ore in the universe is replenished every 24 hours, and anyone can make anything. It's not much more complicated than that really. Yes, some money does leave the economy in the form of taxes, fees, npc purchases etc. But the basis of any economy is raw materials. If raw materials are essentially free and unlimited, there are no real constraints on the economy. I have a feeling that CCP does some other forms of "inflation control", but I just don't see that they are being effective.

For example, I was buying T2 ships a week after I started. I just think it should be harder than that to buy high-tech gear.


I'll break it down as best as possible: if you could spend 4 hours manufacturing anything you want, or 2 hours doing something you like to buy the thing you could've made, which are you more likely to do? (especially considering someone else probably made it faster, better, and cheaper than you could've)
Jack Vanderpool
Native Freshfood
Minmatar Republic
#12 - 2013-03-19 01:39:06 UTC
On the one hand I do see your point, but the folks who think Eve is a real "economy" are kidding themselves. Don't get me wrong, it's a fun game about flying around shooting stuff, but that's all it is really. The part about manufacturing and science and all that is really just CCP's way of broadening it's user base. If everyone decided to stop manufacturing and mining tomorrow, the game would go on just fine, prices would adjust only because the only people left would just be the pvp types and all the free money from mining disappeared, and if stuff got too expensive to buy, then those folks would just go find another mmo to play, and CCP isn't going to let that happen.

Convince me I'm wrong here, I would love for it to be more complex than it is, but the mining/manufacturing/research component is really just tacked on for fun (for the people who would rather do something other than flying around shooting stuff), not an integral part of the game universe.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#13 - 2013-03-19 01:41:19 UTC
Jack Vanderpool wrote:
Haulie Berry wrote:
I kind of feel like maybe you aren't terribly familiar with Eve's economy as it presently stands.


Supply is essentially unlimited. All the ore in the universe is replenished every 24 hours, and anyone can make anything. It's not much more complicated than that really. Yes, some money does leave the economy in the form of taxes, fees, npc purchases etc. But the basis of any economy is raw materials. If raw materials are essentially free and unlimited, there are no real constraints on the economy. I have a feeling that CCP does some other forms of "inflation control", but I just don't see that they are being effective.

For example, I was buying T2 ships a week after I started. I just think it should be harder than that to buy high-tech gear.


There are many steps that add value to the harvested materials to the t2 product you bought. It's not as simple a processes as you make it seem:

1.) The supply of many building materials is moreless unlimited.... but they aren't free. To get trit, someone has to put in the time to mine it. And your time is NEVER free (although some people don't bill it as they should). At the basic level, EvE's economy is well balanced between harvesters and consumers, and supply/demand sets the market value of most goods in game.

2.) While some resources are ubiquitous, many are located to specific regions. Often the locations to find the more "valuable" materials are considerably more dangerous to operate in, and/or require more effort to safely gather and transport. There is a cost in bringing harvested materials from where they are harvested to where they are needed.

3.) Not Everyone is skilled to partake in the building process. Buying BPO's, researching them, copying them, inventing t2 BPC's, procuring the materials from and moving materials to market hubs... This all takes not only skillpints, but effort as well. This adds further value to the goods produced in the EvE market.

4.) Not all resources can be harvested in unlimited amounts. There is a static number of moons, and there is a static maximum quantity you can harvest from them. In general, the harvesting of a few moongoo materials (Technetium, etc) are a major bottleneck in the t2 production chain. Between natural supply/demand, and moongoo cartels, these products are quite expensive. Additional "limited supply" items include T2 salvage, decryptors, Pirate Ship BPC's, T2 BPO's, and others.

Finally, T2 materials are not the "high-end" gear in this game.... There are many tears above and beyond t2. Many faction modules are the next step above T2.... and above them comes officer and deadspace modules. The meta-level of modules gives a rough indication of where it fits on the "high-end" scale... although it's an imperfect indicator (sometimes higher meta doesn't mean better, and quite often they are simply different like less hp/s but more hp/cap, or better overheating, or easier fitting, or ....).

T2 is meta 5, which is player manufactured. Meta 1-4 gear comes from looting normal NPC wrecks, and meta 4 is often equal to or better than T2. Meta 6-9 are storyline and faction, which comes from storyline missions, LP stores, and Faction NPC spawns. Meta 10+ are Officer and Deadspace modules, which come from plex end-bosses and Officer Spawns.

The highest end gear runs in the billions of isk / module category, and exists in fairly limited supply.
Haulie Berry
#14 - 2013-03-19 01:43:12 UTC  |  Edited by: Haulie Berry
Hoo, boy. You're kind of all over the map, here.

First and foremost: You are confusing the availability of resources in the world with the availability of resources in the economy. Not the same thing, at all.

The fundamental error in your understanding is that raw materials are "essentially free and unlimited". There is, in fact, a limited supply of resources available in the economy at any given time. Were it essentially unlimited, as you say, you would see, e.g., mercoxit and tritanium both sharing a very similar and very low price.

It might interest you to know that those "unlimited" low-end minerals are currently enjoying what would have once been thought of as obscenely high prices, due to the removal of some major supply sources (drone alloys and Meta 0 drops). Were the economic supply actually "unlimited" you wouldn't see this impact - the price would remain largely unchanged because the supply would have simply gone from unlimited to... unlimited. :D

Quote:
For example, I was buying T2 ships a week after I started. I just think it should be harder than that to buy high-tech gear.


Er... funny you should mention that, for two reasons:

1. The materials required to build T2 items actually have a relatively fixed maximum income rate. Without getting into the details too much: They're mined from moons, there are a fixed number of moons, and the rate at which a material can be harvested from a moon is also fixed. I say "relatively fixed" because it's possible to add more systems or moons, or alter the harvest rate in a patch, or introduce a new mechanism for harvesting them, of course - but unlike T1 minerals, for the time being it is not possible to exceed the cap simply by, e.g., making more mining characters.

2. At least one of those materials, technetium, is entirely controlled by an enormous multi-alliance opec-like conglomerate.

The end result of this is that T2 prices are probably somewhat artificially inflated beyond where they would be otherwise.

That you apparently feel they should be higher is simply an issue of perception. You seem to perceive them to be high-end goods (they're not).


Anyway, the really important thing to understand is that supply in the world != supply in the economy. That the universe will never run out of Tritanium doesn't mean that supply and demand don't exist within the economy - what you're paying for is the effort of retrieving that tritanium.

So like I was saying: I kind of feel like maybe you aren't terribly familiar with Eve's economy as it presently stands. You seem to have taken one (errant) point - that materials are "unlimited" and concluded, from there, that the economy is "screwed up".

Assuming you're going to persist in this assertion (because I've never seen anyone in S&I listen to reason Lol), try pointing to an actual *effect* of this allegedly screwed up economy - not an imagined cause from which you will extrapolate a bunch of hypothetical effects.
Jack Vanderpool
Native Freshfood
Minmatar Republic
#15 - 2013-03-19 02:09:17 UTC
I do see where you're coming from, I guess just the fact that there are NPC merchants throws a wrench into Eve being a truly capitalist venture. And it seems a monopoly can't exist...no one "owns" the rights to Salvager I...or better yet the items with a "brand" name like Light "Scout" Autocannon. If it were truly capitalist, I could buy all of the "rights" (i.e. original blueprints) to a particular product...or buy exclusive mining rights to a particular belt or system. Those two things alone would make it a far more interesting economy.

And I understand the limitations of the game mechanic...I can't really "invent" anything new, I have to buy what CCP thinks should be included (which anyone else in the game could theoretically make as well). Again, perfectly understandable for an mmo, but not a real capitalist economy as some would make it out to be.
Haulie Berry
#16 - 2013-03-19 02:16:53 UTC
What you're describing existed once upon a time. Before invention, T2 production was only through BPOs, a limited quantity of which were distributed via lottery. Naturally, cartels formed to exploit the BPO scarcity. It made for bad gameplay and was changed for good reason.

Mining is another matter. If you want to exclusively mine a system, that's totally doable - you're just going to have to leave high-sec. :D
Jack Vanderpool
Native Freshfood
Minmatar Republic
#17 - 2013-03-19 02:26:03 UTC
Now THAT'S capitalism...I think cartels should be able to form like that. If the cartels price all of the Scout Autocannons too high, well then they don't sell any. People find another product that works almost as well, and buy that instead. So then the cartels are forced to lower their prices to what the market can bear...

Didn't want this to devolve into a debate on the finer points of the role of trademark and copyright in a capitalist system...I just wanted to know if it was possible to corner the market in a particular product. Seems like that's not possible, and that just kinda takes the fun out of this being a truly complex market system.
Haulie Berry
#18 - 2013-03-19 02:36:20 UTC
Just to be clear: "Named" meta-level items are not manufactured, and are only found through loot drops. If you wanted to "corner" the 'scout' market, you could probably do it, given enough capital (and no particular aversion to finding yourself holding a massive inventory of overpriced autocannons).

Jack Vanderpool
Native Freshfood
Minmatar Republic
#19 - 2013-03-19 02:51:58 UTC
Well I suppose that's something. And I do have what I think is kind of an example of there being way too much money in the system...I had about 50 units of an item for sale at 80k per unit. I was just figuring out the market system, and I saw the same item for sale ONE jump away selling for 160k. So I went and bought a few more and offered them for sale in the second system. I sold MORE of the units FASTER for twice the price. Now I know that 80k isn't much, but that's kind of the point...people weren't willing to make ONE jump (2 minutes? walking across the street essentially) to save 80k.

I've since seen that in the 1-2 mil range. And even though 80k isn't much, you can buy some really useful stuff for 80k...not like it was a pack of gum or something, I think it was a mining laser. Buying even a small mining rig in the real world is many months if not years of the average salary. And yes I know that we don't all spend 8 hrs a day playing this game and there is an element of time compression, but buying something for "pocket change" that could potentially make a person millions in a few short mining trips just seemed...off.
Haulie Berry
#20 - 2013-03-19 03:12:23 UTC
Jack Vanderpool wrote:
Well I suppose that's something. And I do have what I think is kind of an example of there being way too much money in the system...I had about 50 units of an item for sale at 80k per unit. I was just figuring out the market system, and I saw the same item for sale ONE jump away selling for 160k. So I went and bought a few more and offered them for sale in the second system. I sold MORE of the units FASTER for twice the price. Now I know that 80k isn't much, but that's kind of the point...people weren't willing to make ONE jump (2 minutes? walking across the street essentially) to save 80k.

I've since seen that in the 1-2 mil range. And even though 80k isn't much, you can buy some really useful stuff for 80k...not like it was a pack of gum or something, I think it was a mining laser.


Well, if it takes 2 minutes to save that 80K, that's 40K a minute or 2.4 million an hour.

Incursion running produces something like 70 million an hour? Missions will net you a good 15-20, I think. From a certain perspective, if you value your time, "saving" 40K a minute can be quite expensive.

And, yeah, in Eve, a mining laser pretty much IS a pack of gum. Lol

Quote:
Buying even a small mining rig in the real world is many months if not years of the average salary. And yes I know that we don't all spend 8 hrs a day playing this game and there is an element of time compression, but buying something for "pocket change" that could potentially make a person millions in a few short mining trips just seemed...off.


Well, the comparison is a bit flawed. They don't have laser-miners run on power generated by engines that never run out of juice in the real world. That aside, a single mining laser in eve is basically the equivalent of a pickaxe.

On the other hand, if you want to mine like a BOSS, you could easily spend a few hundred million on an exhumer, or even billions on a Rorqual to support fleet mining operations.
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