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Player Features and Ideas Discussion

 
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Damaged Items, Scrapmetal and Repairs

Author
Pericles Sotken
School of Applied Knowledge
Caldari State
#1 - 2015-11-21 07:41:17 UTC
Okay this all started when I was reviewing the current trade figures.
A nomad costs 11b to make, yet it's selling for 6b.
In the whole scheme of T1, T2 and T3 production, its neglible. Only 17% of the manufacturable items are selling for a loss.
So I thought it might be nice if scrapmetal could be increased or at least revised to maybe 70% instead of the 55% it is currently.
That way you wouldn't have to wait for an item to sell for a 45% loss before it was viable to scrapmetal.
But you get back to the same issue of gun mining.

I have to wonder at the increased value of assets in the game, how much is caused by Missioners and Ratters who just stockpile their loot because there is nothing better to do with it.

Proposal A: Damaged Items.
Loot, especially from NPC's drop the damaged version of said item. When you blow up a ship it is unlikely that you'll find a fully intact MWD. But there would be an option of either scrapping it as it stands today, or maybe even repairing it.
That way, it frees the market up and can be more flexible in culling the products which are selling for less than cost.
Ergo, more products are viable to produce.
To prevent gun mining, Interbus will buy your damaged scrap for 30% value.

Proposal B: Durability
I propose a durability system based on the age of an item. Its most likely where Eve is heading anyways.
With the dirt based system, they are already tracking how old a ship is. To be clear, this only applies to assembled ship hulls.
Lets say arbitrarily, once a ship goes below 50% structure or is over 6 months old, it becomes susceptible to normal wear and tear damage. Maybe even to the point of structure permanently decreasing every week/month, slowly but perceptibly.
They already have BIAB for skills, why not, Ship in a Box for ships.
Yes this will affect those with more ships. Maybe could add a criteria, that if a ship that has been docked for the last 3 months, initiates the wear and tear timer. Or even if you collect enough tribute, all your ships are immune.

Side rant :
I see PLEX as a direct measure of the player population's ability to earn money.
Think of it as the retirement fund, which was originally conceived to only serve the top 5% of the population who lived, the oldest 5% of the population. The silly thing they did was hardcode the 5% to an arbitrary number. Now everyone feels entitled.
PLEX is similar, its only meant to serve the top percentage of the ISK earners in Eve.
Nevyn Auscent
Broke Sauce
#2 - 2015-11-21 08:34:45 UTC
Prices of materials have changed a lot recently. Look at the indexes and you will see what happened.
Also durability would suck for casual players. Who as it turns out are actually a large portion of EVE's playerbase.
Plex is actually a measure to combat gold sellers and highly effective in that.

Damaged loot from NPC's requiring a T1 item to repair for a meta item would be the only good suggestion there.
Heiluri
The Scope
Gallente Federation
#3 - 2015-11-21 08:37:15 UTC  |  Edited by: Heiluri
Quickly looking at the numbers nomad costs around 6.3B to build not 11B. And is selling for 6.2B
elitatwo
Zansha Expansion
#4 - 2015-11-21 11:18:20 UTC
Pericles Sotken wrote:
...-blurrbbh-
Proposal B: Durability
I propose a durability system based on the age of an item. Its most likely where Eve is heading anyways.
With the dirt based system, they are already tracking how old a ship is. To be clear, this only applies to assembled ship hulls.
Lets say arbitrarily, once a ship goes below 50% structure or is over 6 months old, it becomes susceptible to normal wear and tear damage. Maybe even to the point of structure permanently decreasing every week/month, slowly but perceptibly.
They already have BIAB for skills, why not, Ship in a Box for ships.
Yes this will affect those with more ships. Maybe could add a criteria, that if a ship that has been docked for the last 3 months, initiates the wear and tear timer. Or even if you collect enough tribute, all your ships are immune..


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Xe'Cara'eos
A Big Enough Lever
#5 - 2015-11-21 13:13:30 UTC
just..... no
getting damaged items back that need some sort of repair before they can be sold - fine
getting damaged items back that need repair before they can be used OR sold - fine
getting damaged items back that are effectively single run BPC's - fine

interbus buying those damaged items back at 30% market value - fine

durability - we have that - it's called armour and hull HP
also - ships should only accumulate wear and tear from actual use - I have a writing pad from 4, no 5, years ago - I've not used it and it's still just as good, I have a different writing pad (different style) from about 2 months ago - it's already looking scruffy round the edges because I use it so often

side rant - irreverant

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

TigerXtrm
KarmaFleet
Goonswarm Federation
#6 - 2015-11-21 13:59:31 UTC
Pericles Sotken wrote:
Okay this all started when I was reviewing the current trade figures.
A nomad costs 11b to make, yet it's selling for 6b.


Hahahahaha no.

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Teckos Pech
Hogyoku
Goonswarm Federation
#7 - 2015-11-21 19:30:39 UTC
Pericles Sotken wrote:
Okay this all started when I was reviewing the current trade figures.
A nomad costs 11b to make, yet it's selling for 6b.


Well yeah, if you are buying all the inputs like Capital Construction Parts at market prices you will not be able to make a nomad an sell it at a profit. You have to vertically integrate your production process--i.e. make things like the Capital Construction Parts yourself.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#8 - 2015-11-21 19:39:48 UTC
Pericles Sotken wrote:


Side rant :
I see PLEX as a direct measure of the player population's ability to earn money.
Think of it as the retirement fund, which was originally conceived to only serve the top 5% of the population who lived, the oldest 5% of the population. The silly thing they did was hardcode the 5% to an arbitrary number. Now everyone feels entitled.
PLEX is similar, its only meant to serve the top percentage of the ISK earners in Eve.


I'm sorry, but Whisky Tango Foxtrot? A retirement fund? Where did you get that notion?

PLEX is an in game item that has a number of uses and those uses have increased over time. As such the demand has increased and as a result so has the price.

The very basis of the idea of PLEX was as a way to stop or put a dent in the RMT market. Back when I first started playing you could go to a RMT site and buy 1 billion ISK for about $20. PLEX prices, in terms of ISK, were quite low. As PLEX prices have risen the price of RMT ISK has dropped, last time I checked it was around $5/1 billion ISK. RMT ISK prices very inversely to in game PLEX prices.*

PLEX also function as a wealth redistribution mechanism...a completely voluntary one at that. A guy who is new and has little ISK can buy one and sell it to a player who is ISK rich. Both benefit.

All things considered...working as intended.

*Nobody should go buy RMT ISK or anything else, you will get banned with a high probability. Especially when there is a totally legal way to get more in game ISK...go buy a PLEX and sell it for 1.2 billion ISK, and welcome to the Billionaire Boys Club.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#9 - 2015-11-21 19:42:44 UTC  |  Edited by: Teckos Pech
Heiluri wrote:
Quickly looking at the numbers nomad costs around 6.3B to build not 11B. And is selling for 6.2B


He is looking at buying things like Capital Jump Drive and Capital Fusion Reactor Unit vs. making them himself. Which of course makes the production process all that much more expensive than if you internalize those costs by vertically integrating the entire production process. So his observation is correct...he is just doing it wrong.

Edit: Just checked via Eve-central the market for things like the Capital Fusion Reactor Unit in Jita is practically dead. There is exactly 1 sell order in Jita and 1 in Amarr. In other words, the market has very little competition and buying off the market means you are paying a premium (essentially monopoly profits/economic profits) to avoid those production costs yourself.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2015-11-21 20:03:38 UTC
I bought my carrier in 2010.

I built my dread in 2011.

Between them, they have been in every single major battle the Deklien coalition, CFC, or Imperium have ever fought. (Barring Asakai, I was asleep).


Why should I be punished for this?
Xe'Cara'eos
A Big Enough Lever
#11 - 2015-11-21 20:16:19 UTC
Danika Princip wrote:
I bought my carrier in 2010.

I built my dread in 2011.

Between them, they have been in every single major battle the Deklien coalition, CFC, or Imperium have ever fought. (Barring Asakai, I was asleep).


Why should I be punished for this?


are you asking if you would be punished for your ships being old? I think so under this program.

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Danika Princip
GoonWaffe
Goonswarm Federation
#12 - 2015-11-21 20:23:25 UTC
Xe'Cara'eos wrote:
Danika Princip wrote:
I bought my carrier in 2010.

I built my dread in 2011.

Between them, they have been in every single major battle the Deklien coalition, CFC, or Imperium have ever fought. (Barring Asakai, I was asleep).


Why should I be punished for this?


are you asking if you would be punished for your ships being old? I think so under this program.



I know I would be punished for having old ships.

I am asking why. Those ships have history, and when they do eventually explode, it shouldn't be because of a mechanic designed to punish people for not dying.
Xe'Cara'eos
A Big Enough Lever
#13 - 2015-11-23 11:07:11 UTC
for a change, I'm in agreement with you.....
it's like the exact opposite of the introduction of kill-marks

I also happen to have some fairly old ships, including my 4th thrasher ever (after I lost the first 3 in rapid succession)

I suppose it MIGHT serve to keep good renewing - IRL you buy a car, eventually it rusts, you buy a new one, keeps the market ticking over.....

Also, if something is getting costly to keep - you're more likely to act rashly with it, (ships exploding)

I'm not sure about how this would affect industrials......

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Nyalnara
Marauder Initiative
#14 - 2015-11-23 11:54:09 UTC  |  Edited by: Nyalnara
Pericles Sotken wrote:
Proposal A: Damaged Items.
Loot, especially from NPC's drop the damaged version of said item. When you blow up a ship it is unlikely that you'll find a fully intact MWD. But there would be an option of either scrapping it as it stands today, or maybe even repairing it.
That way, it frees the market up and can be more flexible in culling the products which are selling for less than cost.
Ergo, more products are viable to produce.
To prevent gun mining, Interbus will buy your damaged scrap for 30% value.

No. Because it will artificially create a minimum value for items, under which there is no use selling them. Thus reducing opportunities for traders. Also, how does Interbus calculate an object value? If it is hard-coded, it means more work for the economy guy at CCP. For each and every object subject to that mechanics in the game. (And from what i remember the last economist retired, and i'm not sure he was replaced as it happened during the great layoff period.) And if it is dynamically calculated, it can be subject to player manipulation, which is way worse.

Pericles Sotken wrote:
Proposal B: Durability
I propose a durability system based on the age of an item. Its most likely where Eve is heading anyways.
With the dirt based system, they are already tracking how old a ship is. To be clear, this only applies to assembled ship hulls.
Lets say arbitrarily, once a ship goes below 50% structure or is over 6 months old, it becomes susceptible to normal wear and tear damage. Maybe even to the point of structure permanently decreasing every week/month, slowly but perceptibly.
They already have BIAB for skills, why not, Ship in a Box for ships.
Yes this will affect those with more ships. Maybe could add a criteria, that if a ship that has been docked for the last 3 months, initiates the wear and tear timer. Or even if you collect enough tribute, all your ships are immune.

No. Asset self-destructing, even over time, is bad. Because lots of people have ships caches everywhere, because it is the best way to be prepared for everything. Because corporations have spares of doctrine ships if 100% SRP. Because spares in WH to skip some logistic work afterward. I could find more examples, but i'm lazy. Just saying, it would just be an immense pain in the *ss for everybody.


The only people which won't be affected are the PvP guys who lose enough ships to need their whole stock being replaced in the short period of time it would take it to begin rusting.

French half-noob.

Non, je ne suis pas gentil.