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If null-sec industrialism is broken, it might not be CCP's fault.

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Author
Zhade Lezte
#281 - 2013-04-30 20:47:43 UTC
Murk Paradox wrote:
That using ice mining and moon mining in some sort of comparable argument is to be it friendly.. silly.

That the 2 methods of income are so far apart and done on so many seperate levels, linking them in the same sentence is horrid and bad.

Again, it's not MY argument but Tippia's. At first mention I told her to leave it alone, as another thread already went over it. But she took it to her teeth and decided to hijack the thread with it.


Well Tippia hijacked the thread with it because people were using moon mining as some kind of reason to argue that nullsec needs to be horribly gimped compared to highsec in every form of mining + production based industry ever, save supercapitals which are required to be done in sov null. So I know that you guys are probably furious at each other but there's a reason behind how Tippia is acting. Anyways

They are different and done in different ways, yes. Numerous different ways. So do you, well at least for the sake of argument, agree that 500-man hours/month is a perhaps roughly accurate estimate of the time to keep a moon mining tower owned by your alliance? And that 500 man hours of ice mining generates 5 billion ISK of wealth? Or at least let's assume that to be true so we can move on to what I think you are trying to get to, and we can argue about the exact time later.

Now what about these inherent differences between moon mining and ice mining makes moon mining a problem, or imbalanced, or whathave you? Why are they so apples and oranges that you can't compare them simply because they take the same amount of time to generate the same amount of wealth?
Zhade Lezte
#282 - 2013-04-30 20:53:06 UTC
Nathalie LaPorte wrote:
Zhade Lezte wrote:

To address another person yes, defending the moon is probably more fun than mining ice. Something being fun will certainly encourage people to do it, but should we balance around how fun things are?


I'm not arguing that things "should" be balanced around how fun they are, I'm arguing that things "are" balanced around how fun they are, among other things. Put simply, for the average player, PVP costs money(ship reimbursements may move this cost, but it's still a cost to someone), PVE makes money. For the average player, PVP is more fun, PVE is less fun. There's no 'should' about it, this is how it is.

Varius Xeral wrote:
No, I don't want to have a discussion about the relative economic profits of ice-mining versus moonmining.


Neither do I :)


Sure okay. However I posit that we should be trying to come up with more ways that PVP can generate wealth, such as faction warfare or fighting over moons or sov warfare etc. Yeah a lot of tedious resource gathering is balanced on the reduced supply because people aren't likely to do it, but that doesn't mean we should. So yeah, things are balanced on tedium, but we shouldn't try to balance income based on how tedious they are.

Alright, are we on the same page here? Anything I missed?
Murk Paradox
Ministry of War
Amarr Empire
#283 - 2013-04-30 20:53:44 UTC
Zhade Lezte wrote:
Murk Paradox wrote:
That using ice mining and moon mining in some sort of comparable argument is to be it friendly.. silly.

That the 2 methods of income are so far apart and done on so many seperate levels, linking them in the same sentence is horrid and bad.

Again, it's not MY argument but Tippia's. At first mention I told her to leave it alone, as another thread already went over it. But she took it to her teeth and decided to hijack the thread with it.


Well Tippia hijacked the thread with it because people were using moon mining as some kind of reason to argue that nullsec needs to be horribly gimped compared to highsec in every form of mining + production based industry ever, save supercapitals which are required to be done in sov null. So I know that you guys are probably furious at each other but there's a reason behind how Tippia is acting. Anyways

They are different and done in different ways, yes. Numerous different ways. So do you, well at least for the sake of argument, agree that 500-man hours/month is a perhaps roughly accurate estimate of the time to keep a moon mining tower owned by your alliance? And that 500 man hours of ice mining generates 5 billion ISK of wealth? Or at least let's assume that to be true so we can move on to what I think you are trying to get to, and we can argue about the exact time later.

Now what about these inherent differences between moon mining and ice mining makes moon mining a problem, or imbalanced, or whathave you? Why are they so apples and oranges that you can't compare them simply because they take the same amount of time to generate the same amount of wealth?



Because they could be done at the same time.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Zhade Lezte
#284 - 2013-04-30 21:06:40 UTC  |  Edited by: Zhade Lezte
Murk Paradox wrote:
Because they could be done at the same time.


Okay, you are not making a connection. And that's okay!

Here's the thing. Ice belts are (currently) infinite, and can be mined indefinitely. That will be changing. So will moon mining, but we're also using 5b/month tech moons when the new r64s will be rarer, more spread out, and also only 3.2 bill/month, so whatevs.

Now, let's say you own a 5b/month tech moon and also have access to a highsec belt you can mine in. You get attacked by PL! They siege your tower, you form up after the reinforcement timer with 500 men, and each of those men spend a single hour fighting PL and repping the tower.

Every one of these men also spends 10 hours this month mining ice. So 5 billion ISK of wealth is generated from the tech moon, and 50 billion ISK is generated from mining ice. 55 billion ISK of wealth is generated.


Now say your group doesn't defend the tower, and PL takes it for their own coffers. Instead, all 500 men use that extra hour they would have spent protecting the tower instead mining ice, in addition to the 10 hours they would have spent mining ice normally. Now every one of those 500 people is spending 11 hours this month mining ice. And 55 billion ISK is generated from the ice made.

Either way, the same amount of ISK is made. Yes, that tower mined it over the course of a month instead of in whatever bursts of time your group chose to mine in, but you had to spend those man-hours to ensure you got to keep it.

This is literally the only point that Tippia is trying to make here.

Edit: further reading: http://en.wikipedia.org/wiki/Opportunity_cost
Murk Paradox
Ministry of War
Amarr Empire
#285 - 2013-04-30 21:20:46 UTC
Zhade Lezte wrote:
Murk Paradox wrote:
Because they could be done at the same time.


Okay, you are not making a connection. And that's okay!

Here's the thing. Ice belts are (currently) infinite, and can be mined indefinitely. That will be changing. So will moon mining, but we're also using 5b/month tech moons when the new r64s will be rarer, more spread out, and also only 3.2 bill/month, so whatevs.

Now, let's say you own a 5b/month tech moon and also have access to a highsec belt you can mine in. You get attacked by PL! They siege your tower, you form up after the reinforcement timer with 500 men, and each of those men spend a single hour fighting PL and repping the tower.

Every one of these men also spends 10 hours this month mining ice. So 5 billion ISK of wealth is generated from the tech moon, and 50 billion ISK is generated from mining ice. 55 billion ISK of wealth is generated.


Now say your group doesn't defend the tower, and PL takes it for their own coffers. Instead, all 500 men use that extra hour they would have spent protecting the tower instead mining ice, in addition to the 10 hours they would have spent mining ice normally. Now every one of those 500 people is spending 11 hours this month mining ice. And 55 billion ISK is generated from the ice made.

Either way, the same amount of ISK is made. Yes, that tower mined it over the course of a month instead of in whatever bursts of time your group chose to mine in, but you had to spend those man-hours to ensure you got to keep it.

This is literally the only point that Tippia is trying to make here.

Edit: further reading: http://en.wikipedia.org/wiki/Opportunity_cost



But that's so fundamentally flawed to try to compare the 2.

That's much akin to saying it takes 10 destroyers to equal a cruiser simply because of price.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Varius Xeral
Doomheim
#286 - 2013-04-30 21:23:27 UTC
Murk Paradox wrote:
That's much akin to saying it takes 10 destroyers to equal a cruiser simply because of price.


No, it's like saying selling 10 destroyers is equal to selling a cruiser simply because of price (assuming your math actually adds up, change as necessary).

Official Representative of The Nullsec Zealot Cabal

Murk Paradox
Ministry of War
Amarr Empire
#287 - 2013-04-30 21:28:13 UTC
Varius Xeral wrote:
Murk Paradox wrote:
That's much akin to saying it takes 10 destroyers to equal a cruiser simply because of price.


No, it's like saying selling 10 destroyers is equal to selling a cruiser simply because of price (assuming your math actually adds up, change as necessary).



But then with a volatile market, versus mining for fuel and then your other costs etc.... see it becomes incomparable.

Remember that the moongoo does not equate income at the time of harvesting. It's long term. Ice is not.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Tippia
Sunshine and Lollipops
#288 - 2013-04-30 21:30:40 UTC  |  Edited by: Tippia
Murk Paradox wrote:
But then with a volatile market, versus mining for fuel and then your other costs etc.... see it becomes incomparable.
No, because that's all included in the whole “selling” part.

Quote:
Remember that the moongoo does not equate income at the time of harvesting. It's long term. Ice is not.
Both are income at the time of sale. Whether this is long or short term depends on your tactic as a trader — not on the resource itself.

And anyway, it's more like doing 500 DPS using aries compared to doing 500 DPS using ACs. Either way, you deliver 500 DPS to the target, and the difference is just a factor of what kind of total damage you intend to attain (with a slight edge of preference): the higher the HP the less the relative difference in TTK will be.
Varius Xeral
Doomheim
#289 - 2013-04-30 21:32:11 UTC
Murk Paradox wrote:
But then with a volatile market, versus mining for fuel and then your other costs etc.... see it becomes incomparable.


No, I don't see. Try a real argument instead of a weasel one.

Murk Paradox wrote:
Remember that the moongoo does not equate income at the time of harvesting. It's long term. Ice is not.


A unit of goo from a harvester to market is a negligibly different trip than a piece of ice from hold to market.

Official Representative of The Nullsec Zealot Cabal

Zhade Lezte
#290 - 2013-04-30 21:33:01 UTC  |  Edited by: Zhade Lezte
Just look at the price history charts of technetium, neodymium, etc (that's the tab right next to the "Market Data" tab in your market window if you're not a trader guy. Make sure to change the time-frame for the maximum amount (over a year) to see all the changes.). Lots of flux, due to both player manipulation and game changes.

Same for ice! (Gallente ice interdiction, upcoming ice changes, etc.)
Nathalie LaPorte
Native Freshfood
Minmatar Republic
#291 - 2013-04-30 21:33:40 UTC  |  Edited by: Nathalie LaPorte
Zhade Lezte wrote:

Sure okay. However I posit that we should be trying to come up with more ways that PVP can generate wealth, such as faction warfare or fighting over moons or sov warfare etc. Yeah a lot of tedious resource gathering is balanced on the reduced supply because people aren't likely to do it, but that doesn't mean we should. So yeah, things are balanced on tedium, but we shouldn't try to balance income based on how tedious they are.

Alright, are we on the same page here? Anything I missed?


I'm pretty much with you. I think there's a natural human tendency to spent too much time balancing and rebalancing rewards, and not enough time refining the process that comes before the rewards (in this case, combat and force projection), but with that said, I'd look forward to more additions like FW and moon mining.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#292 - 2013-04-30 21:38:28 UTC  |  Edited by: ISD Ezwal
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Varius Xeral
Doomheim
#293 - 2013-04-30 23:48:37 UTC
Nathalie LaPorte wrote:
Well, actually...


Yeah, you're getting the nth rounds of multiple old arguments here, so not your fault.

The basic argument from the nullsec perspective is that we want more stuff to do in nullsec, and generally more small-scale stuff. Overall the huge epic war system works ok; not great mind you, but there is a recognition that a sov system overhaul is a huge undertaking with dicey outcomes given CCP's record. A very simple way to infuse low-level content into nullsec is to make the economic incentives strong enough that nullsec players who do their industry in hisec instead move their operations into nullsec. This movement changes low-level personal industry from a hisec activity to a nullsec one for nullsec players. This change then creates an environment where people can tie their industry in with the various groups and organizations of which they are a part (activity, solidairty), where it ties players more to their space (immersion, conflict driver), and where it creates more bottom-end activity in nullsec space (conflict driver).

The objections to this range from the psychotic to the incoherent, with no one yet being able to put forth a reasonable argument as to why not.

Official Representative of The Nullsec Zealot Cabal

Nathalie LaPorte
Native Freshfood
Minmatar Republic
#294 - 2013-05-01 00:01:09 UTC
Varius Xeral wrote:
*words saying that local nullsec industry would be a good thing*


I definitely agree that there's some benefit to more local null industry, but there's also some value to keeping each area of space distinct and separate, or why have different areas at all? If null is completely self-sufficient then that lowers interregional interaction too much. i definitely think outposts deserve perhaps even a bit more love than they're getting in Odyssey, perhaps all outposts get perfect refine and minnie posts get a new specialty. Here's what I would do if I were masterdev for a day:

1. fix pos roles so that each person could have access to his jobs and not everyone else's, or implement personal starbases, something, so that people can do basic manufacturing in null without as much hassle, but still having to pay for it at current costs in pos fuel. I'd increase pos refining to be possibly perfect as well, at which point you might as well let the rorqual refine too, instead of just compress.

2. Move 80% of highsec manufacturing slots to lowsec, probably a lower proportion of hisec research slots to low as well. I think this makes much more sense than moving them to null, since null is wilder, player-responsible space; and also much more sense than leaving them in high-security space, which should be "safe space", not "safe and make everything space". Highsec is like a residential district, null is like the frontier, low should be the grimy docks region of the city where the lowlifes and heavy industry intermingle.

I don't live or do manufacturing in low (I'm in a c2 wh), so this isn't a personal wishlist, just what I imagine would be best for EVE. Someone else has probably already proposed this, anyway.

Velicitia
XS Tech
#295 - 2013-05-01 00:04:19 UTC
Murk Paradox wrote:
[quote=Zhade Lezte]

But that's so fundamentally flawed to try to compare the 2.

That's much akin to saying it takes 10 destroyers to equal a cruiser simply because of price.


The comparison is perfectly fine. TBH, it sounds like you don't quite grasp the concept of a "man-hour" ...

put simply, if something will take 10 man-hours it means that in order to complete the task:


  • 1 person takes 10 hours
  • 2 people take 5 hours
  • 4 people take 2.5 hours
  • 5 people take 2 hours
  • 8 people take 1.25 hours
  • 10 people take 1 hour



with what Tippia (and others) are saying is that

Task = make 5bn ISK

The task can be completed in many ways, though for the purposes of this discussion, we're going to use "Mining Ice" and "Defending one POS tower".

Both of these activities take 500 man-hours to do.

What this means is that, over the course of a month, you and 99 of your closest buddies will be either:

A) shooting reds in front of your tower, or flying out a system or three to stop them there OR
B) chilling in an ice belt mining .

Given one (1) Saturday afternoon, and 5 hours of play-time, you can do either (A) or (B), which will fulfill your "requirement" of putting in 500 man-hours of work.

soon as you complete (A) or (B), you have spent 500-man hours. Tomorrow (or next weekend) you may very well do the other one, but soon as that happens, you're up to 1,000 man-hours spent.

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

Velicitia
XS Tech
#296 - 2013-05-01 00:15:14 UTC
Nathalie LaPorte wrote:
Varius Xeral wrote:
*words saying that local nullsec industry would be a good thing*


I definitely agree that there's some benefit to more local null industry, but there's also some value to keeping each area of space distinct and separate, or why have different areas at all? If null is completely self-sufficient then that lowers interregional interaction too much. i definitely think outposts deserve perhaps even a bit more love than they're getting in Odyssey, perhaps all outposts get perfect refine and minnie posts get a new specialty. Here's what I would do if I were masterdev for a day:

1. fix pos roles so that each person could have access to his jobs and not everyone else's, or implement personal starbases, something, so that people can do basic manufacturing in null without as much hassle, but still having to pay for it at current costs in pos fuel. I'd increase pos refining to be possibly perfect as well, at which point you might as well let the rorqual refine too, instead of just compress.

2. Move 80% of highsec manufacturing slots to lowsec, probably a lower proportion of hisec research slots to low as well. I think this makes much more sense than moving them to null, since null is wilder, player-responsible space; and also much more sense than leaving them in high-security space, which should be "safe space", not "safe and make everything space". Highsec is like a residential district, null is like the frontier, low should be the grimy docks region of the city where the lowlifes and heavy industry intermingle.

I don't live or do manufacturing in low (I'm in a c2 wh), so this isn't a personal wishlist, just what I imagine would be best for EVE. Someone else has probably already proposed this, anyway.



You're right, in a sense ... but really nullsec isn't "just" the frontier, that's w-space.

The whole idea is to actually put a sandcastle up, and keep your domain in that you can supply yourself and be "alright" out there. The problem comes in when you look at CCP's historical thinking -- stuff like "titans are so expensive, that there will only be a handful of them ever".

Outposts were "fine" when they were put in ... 25 billion to set one up, and with (relatively) low populations whereever you looked, the paradigm was "skirmish for 3 weeks, and then big damn fight once a month". These days, it's hot-drop-o-clock when someone jumps a battlecruiser into a gatecamp...

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

Camios
Sebiestor Tribe
Minmatar Republic
#297 - 2013-05-01 00:39:23 UTC
Criticising Tippia's point:

Defending a tower requires 500 people to spend an hour fighting for the tower. They make in all 5 billions that, in the end, equate to 10 millions per player: this means 10M isk/hour for any player involved in the defense of the tower.

Mining ice on the other side yields about 10 millions per hour to any player involved.

With these numbers, things seem quite balanced, but the problem is that these figures could be far off. Not all technetium moons are attacked every month, not all tower defense operations last as little as an hour. While orders of magnitude here can be correct, I think that we don't have a solid metric to evaluate how defending a moon in 0.0 is worth in term of isk/hour.


Moreover a correct evaluation should take risk, isk per hour and the organizational effort into consideration. Here it seems that we only care about isk per hour, trivializing the problem.
Varius Xeral
Doomheim
#298 - 2013-05-01 00:44:46 UTC  |  Edited by: Varius Xeral
Nathalie LaPorte wrote:
If null is completely self-sufficient then that lowers interregional interaction too much.


A common response. However, you will never have null "self-sufficiency" because of the regionalism of materials. You will always need hisec as a neutral industrial area where materials and components of various processes and stages thereof mix together before going back out into nullsec.

It basically comes down to an invalid slippery slope argument of: "if you move 10 more percent of industry from hisec to nullsec, why not the entire 100%"?

Of course, this is why the change is being implemented gradually, starting with the first Odyssey patch, and will continue until the desired relative levels of industry are achieved.

In the grand scheme, hisec needs its own content that suits the playstyle of more casual players that isn't just afk/multiboxing supply for the areas of space where things actually happen. Hopefully the devs are remembering that aspect of this transition and intend to fill the gaps left open from moving more nullsec content to nullsec.

Official Representative of The Nullsec Zealot Cabal

Varius Xeral
Doomheim
#299 - 2013-05-01 00:50:52 UTC  |  Edited by: Varius Xeral
Camios wrote:
Criticising Tippia's point...


This is all valid if the goal was actually to argue that moonmining (well technetium mining) was exactly equal to ice mining. However, the point of the example is that moon income is not some insurmountable advantage, with even the most basic of income methods being competitive (not necessarily equal) when performed at similar levels of organization and time spent.

To go even further, the argument itself is unnecessary because income is at best a secondary factor in wars, and if you are so poor that it makes a difference, there are almost assuredly other more important concurrent factors that will have a much bigger impact than income imbalance.

People can continue to harp on the exact qualities of the comparison, but it serves its purpose for the context it is made for, and it is ultimately unnecessary anyways, as the argument it is meant to counter is better refuted by other points.

Official Representative of The Nullsec Zealot Cabal

Nathalie LaPorte
Native Freshfood
Minmatar Republic
#300 - 2013-05-01 00:53:50 UTC  |  Edited by: Nathalie LaPorte
Varius Xeral wrote:

A common response. However, you will never have null "self-sufficiency" because of the regionalism of materials. You will always need hisec as a neutral industrial area where materials and components of various processes and stages thereof mix together before going back out into nullsec.


You don't need any industry in highsec whatsoever to deal with the regionalism of materials, only a functional market to route things where they need to go.

Varius Xeral wrote:
It basically comes down to an invalid slippery slope argument of: "if you move 10% more percent of industry from hisec to nullsec, why not the entire 100%"?


...this is exactly the opposite of what I actually said. Straight