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ISK sink ideas

Author
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#41 - 2015-11-26 06:22:28 UTC
Double the LP cost of CONCORD LP store items. Remove isk payouts by 50% from incursions.

Yes I'm making incursions 25% the profitability of what they used to be but they're one of the only sources of meta capital gear so I see it as self regulating.
afkalt
Republic Military School
Minmatar Republic
#42 - 2015-11-26 10:11:58 UTC
Teckos Pech wrote:
afkalt wrote:
Mike Voidstar wrote:
Buying a ship does not remove ISK from the game. Destroying a ship removes minerals, and a small amount of ISK if it was a faction ship.


No, manufacturing isn't free, also sales and contract taxes.

There are a number of sinks over an above the mineral loss.


Edit: Further - tinkering with the relative spending value or worth of isk only serves to double down on the rich/poor divide.

I know people with personal wealth of trillions - if isk became scarcer then their relative worth increases hilariously.


This is true, but the ISK sink will always be less than the ISK coming into the economy, if this were not the case for a given market that market would not exist. That is why looking at sources would likely lead to a better outcome.

And to be clear, removing or limiting the amount of ISK entering the game simply to remove or limit ISK entering the game economy is not the goal. The idea is to have a reasonable growth rate in the amount of ISK in the game.




It doesn't matter. If you slow the rate of wealth accumulation, you still make the rich significantly richer in real terms because they already have stockpiles.

It's essentially trying to create negative inflation, which as I say sustained over time magnifies the spending power of the rich only.

I one guys has 100B today and another guy has 10B and the isk/hour is 1b/hour (for ease) then the second guy can "catch up" to the first guy with 90 hours activity (assuming the first guy is idle). If the isk hour drops in real terms, he's even more behind in terms of time.

I realise people aren't all talking about dropping isk/hour but the net effect of dropping isk/hour or increasing cost of living is the same - because any values are going to be absolute and not percentile, you hammer the less rich guys every time. If you make it percentile the older, richer guys will just game it.
Sigras
Conglomo
#43 - 2015-11-26 10:40:41 UTC
Serendipity Lost wrote:
(read this slowly) BLOW SSSSHHHHHIIIIITTTTTT UP.

Im going to explain this as simply as I can on the off chance that you are able to understand it...

when you "BLOW SSSSHHHHHIIIIITTTTTT UP" more ISK enters the game than leaves it. This is part of the problem not part of the solution.

Pretend for simplicity sake that you and I are the only people in Eve (God help me), and you have a destroyer for sale that I want. You have 0 ISK + the destroyer and I have 2,000,000 ISK meaning a total of 2,000,000 ISK in all of New Eden.

You agree to sell me the ship for 1,960,000 ISK (the other 40,000 ISK is lost to taxes)

Now you have 1,960,000 ISK and I have a destroyer.

Then you being a nasty pirate blow up my shiny new destroyer.

Now you have 1,960,000 ISK and I have nothing... Until...

I get a notification that my insurance has kicked in, and I am reimbursed 750,000 ISK

Now you have 1,960,000 ISK and I have 750,000 ISK... There is now MORE ISK in New Eden than when we started.

The reason economies around the world are doing poorly is not because of economists... It's because of idiots like you who think they understand how things work and really dont...
afkalt
Republic Military School
Minmatar Republic
#44 - 2015-11-26 13:55:50 UTC
Sigras wrote:
Serendipity Lost wrote:
(read this slowly) BLOW SSSSHHHHHIIIIITTTTTT UP.

Im going to explain this as simply as I can on the off chance that you are able to understand it...

when you "BLOW SSSSHHHHHIIIIITTTTTT UP" more ISK enters the game than leaves it. This is part of the problem not part of the solution.

Pretend for simplicity sake that you and I are the only people in Eve (God help me), and you have a destroyer for sale that I want. You have 0 ISK + the destroyer and I have 2,000,000 ISK meaning a total of 2,000,000 ISK in all of New Eden.

You agree to sell me the ship for 1,960,000 ISK (the other 40,000 ISK is lost to taxes)

Now you have 1,960,000 ISK and I have a destroyer.

Then you being a nasty pirate blow up my shiny new destroyer.

Now you have 1,960,000 ISK and I have nothing... Until...

I get a notification that my insurance has kicked in, and I am reimbursed 750,000 ISK

Now you have 1,960,000 ISK and I have 750,000 ISK... There is now MORE ISK in New Eden than when we started.

The reason economies around the world are doing poorly is not because of economists... It's because of idiots like you who think they understand how things work and really dont...



Somewhat overly simplistic, but yes, there is insurance to consider, but equally there is ammo, T3/T3 ships, lost drones manufacturing costs, research costs, module loss and cargo destruction, nanite repair paste.

It's (much) more complex than is made out.

However the end result would be the same, those on piles of "old money" just get even richer in relative terms.

Frostys Virpio
State War Academy
Caldari State
#45 - 2015-11-26 14:46:49 UTC
afkalt wrote:
Teckos Pech wrote:
afkalt wrote:
Mike Voidstar wrote:
Buying a ship does not remove ISK from the game. Destroying a ship removes minerals, and a small amount of ISK if it was a faction ship.


No, manufacturing isn't free, also sales and contract taxes.

There are a number of sinks over an above the mineral loss.


Edit: Further - tinkering with the relative spending value or worth of isk only serves to double down on the rich/poor divide.

I know people with personal wealth of trillions - if isk became scarcer then their relative worth increases hilariously.


This is true, but the ISK sink will always be less than the ISK coming into the economy, if this were not the case for a given market that market would not exist. That is why looking at sources would likely lead to a better outcome.

And to be clear, removing or limiting the amount of ISK entering the game simply to remove or limit ISK entering the game economy is not the goal. The idea is to have a reasonable growth rate in the amount of ISK in the game.




It doesn't matter. If you slow the rate of wealth accumulation, you still make the rich significantly richer in real terms because they already have stockpiles.

It's essentially trying to create negative inflation, which as I say sustained over time magnifies the spending power of the rich only.

I one guys has 100B today and another guy has 10B and the isk/hour is 1b/hour (for ease) then the second guy can "catch up" to the first guy with 90 hours activity (assuming the first guy is idle). If the isk hour drops in real terms, he's even more behind in terms of time.

I realise people aren't all talking about dropping isk/hour but the net effect of dropping isk/hour or increasing cost of living is the same - because any values are going to be absolute and not percentile, you hammer the less rich guys every time. If you make it percentile the older, richer guys will just game it.


The only sink to counter the rich being risk would be an asset/wallet tax.
afkalt
Republic Military School
Minmatar Republic
#46 - 2015-11-26 15:00:06 UTC
Frostys Virpio wrote:
afkalt wrote:
Teckos Pech wrote:
afkalt wrote:
Mike Voidstar wrote:
Buying a ship does not remove ISK from the game. Destroying a ship removes minerals, and a small amount of ISK if it was a faction ship.


No, manufacturing isn't free, also sales and contract taxes.

There are a number of sinks over an above the mineral loss.


Edit: Further - tinkering with the relative spending value or worth of isk only serves to double down on the rich/poor divide.

I know people with personal wealth of trillions - if isk became scarcer then their relative worth increases hilariously.


This is true, but the ISK sink will always be less than the ISK coming into the economy, if this were not the case for a given market that market would not exist. That is why looking at sources would likely lead to a better outcome.

And to be clear, removing or limiting the amount of ISK entering the game simply to remove or limit ISK entering the game economy is not the goal. The idea is to have a reasonable growth rate in the amount of ISK in the game.




It doesn't matter. If you slow the rate of wealth accumulation, you still make the rich significantly richer in real terms because they already have stockpiles.

It's essentially trying to create negative inflation, which as I say sustained over time magnifies the spending power of the rich only.

I one guys has 100B today and another guy has 10B and the isk/hour is 1b/hour (for ease) then the second guy can "catch up" to the first guy with 90 hours activity (assuming the first guy is idle). If the isk hour drops in real terms, he's even more behind in terms of time.

I realise people aren't all talking about dropping isk/hour but the net effect of dropping isk/hour or increasing cost of living is the same - because any values are going to be absolute and not percentile, you hammer the less rich guys every time. If you make it percentile the older, richer guys will just game it.


The only sink to counter the rich being risk would be an asset/wallet tax.



Quite correct, however being clever bunnies and a distinct lack of tax evasion laws and an IRS - it would never work.

TQ inflation isn't bad either, if you want a real eye opening, go look at Serenity...
Khan Wrenth
Viziam
Amarr Empire
#47 - 2015-11-26 15:25:16 UTC
Frostys Virpio wrote:
The only sink to counter the rich being risk would be an asset/wallet tax.


What's wrong with rich players being rich? A few players being rich isn't a problem, it's a part of a healthy economy.
Frostys Virpio
State War Academy
Caldari State
#48 - 2015-11-26 15:46:28 UTC
Khan Wrenth wrote:
Frostys Virpio wrote:
The only sink to counter the rich being risk would be an asset/wallet tax.


What's wrong with rich players being rich? A few players being rich isn't a problem, it's a part of a healthy economy.


I didn't way it was wrong, I just said what would essentially be the only sink that would not leave the rich rich while the poor/new could not climb as fast as the rish did. Any other sink leave the current rich with their already accumulated wealth. If you really wanted to craete a new sink that was technically "fair" it would kind of have to be like that.

That does not mean I think it's a good idea to do either.
afkalt
Republic Military School
Minmatar Republic
#49 - 2015-11-26 15:52:09 UTC
Khan Wrenth wrote:
Frostys Virpio wrote:
The only sink to counter the rich being risk would be an asset/wallet tax.


What's wrong with rich players being rich? A few players being rich isn't a problem, it's a part of a healthy economy.



It's more than a few, it's everyone not new.

We really must examine the reasons behind people wanting more sinks. In my experience they are typically misguided ideas to bring the two groups closer together.
Mike Voidstar
Voidstar Free Flight Foundation
#50 - 2015-11-26 16:02:03 UTC
Not so much.

It's a mistaken idea that dropping isk from the economy will cheapen PLEX.

It won't.
elitatwo
Zansha Expansion
#51 - 2015-11-26 16:18:32 UTC
afkalt wrote:
Khan Wrenth wrote:
Frostys Virpio wrote:
The only sink to counter the rich being risk would be an asset/wallet tax.


What's wrong with rich players being rich? A few players being rich isn't a problem, it's a part of a healthy economy.



It's more than a few, it's everyone not new.

We really must examine the reasons behind people wanting more sinks. In my experience they are typically misguided ideas to bring the two groups closer together.


Hey don't take this the wrong way but I just the 200m mark on my wallet for 2 weeks for work. Then I talked to some people in local that told me that they are making 11 billion a day with farming incursion vanguards -.-

As if I am not dangerously suicidle enough these days..

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

afkalt
Republic Military School
Minmatar Republic
#52 - 2015-11-26 16:46:37 UTC
Mike Voidstar wrote:
Not so much.

It's a mistaken idea that dropping isk from the economy will cheapen PLEX.

It won't.



It might lower the isk pricetag, but it will do nothing to lower the time to earn one.

It's rearranging deckchairs on the titanic.
Zimmer Jones
Aliastra
Gallente Federation
#53 - 2015-11-26 18:10:22 UTC  |  Edited by: Zimmer Jones
I'm going to get a hefty amount of immediate hate about this.

Scrap insurance as it is now, give players the tools to start their own insurance companies.

Same business as usual, a single ship transferral nulls the entire policy immediately. it'd be dicey to start with but eventually the proper statistical variables can be nailed down in limited api's and such as: Pilot age, number of deaths, by who and how they were killed( NPC, player, combination of both) resistance put up, (Dmg taken vs total ehp for the fit), damage returned, whether support was given( webbing/logi) , # of agressors, identity of agressors and sec level of place of death.

Open accounting of the insurance would be optional, but the wise would go for ones that can show links and reasons and anonymized payouts ( this ship died in this system, had this fit, paid out this much, and had "certificates" of this level for the dead ship. no names or times mentioned) list might have to be pared down to avoid correlating killmails with insurance publications.

"dead bear policies" could also be an option ( taken from the "dead peasant coverage," some large companies have individual policies on long term employees, it does happen).

It is an idea, and changes the insurance faucet into isk transferral with losses in transfer, or just plain removal of isk due to fraud and stupidity. Player tools>npc automation. Spreadsheet warriors get more fun, players have to more to lose for flying unaware.

begin the idea hole poking, cause this would require quite a bit of work to implement.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Xe'Cara'eos
A Big Enough Lever
#54 - 2015-11-26 18:12:42 UTC
it's not the way to go, but fixing LP stores so that more gets bought from them is probably a good start......

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.

Hopelesshobo
Hoboland
#55 - 2015-11-26 18:13:05 UTC
Stephanie Rosefire wrote:
Jump clone Prices: Clones are the epitome of technology in EVE. it made capsuleering possible, which means that this tech should be stupid expensive. Each jump clone should cost 50-100m isk, seeing that everyone uses them. i was talking with some people and they were saying that the first clone should cost 50 mil, second 100mil, and scales up to where the last one is 250mil. i dont think its a good idea, but its still an idea.



To feed off your jump clone isk sink, the cost shouldn't be based around the installment of the jumpclone. It would be better to base it off the implants you are jumping into. Even if its 1% of the estimated value of the clone, this would mean that a full slave set with 6% implants would be roughly (I do mean roughly) 50 mil to jump into. Now, only pilots with alot of income can afford a full set of slaves with 6% implants, which means they should be able to afford jumping into them. From there, CCP could add in a skill that reduces the jump clone tax, and also make it based off your personal and faction standings with the station that they are installed in (but never fully remove the cost).

Lowering the average to make you look better since 2012.

Teckos Pech
Hogyoku
Goonswarm Federation
#56 - 2015-11-26 18:14:37 UTC
afkalt wrote:
Teckos Pech wrote:
afkalt wrote:
Mike Voidstar wrote:
Buying a ship does not remove ISK from the game. Destroying a ship removes minerals, and a small amount of ISK if it was a faction ship.


No, manufacturing isn't free, also sales and contract taxes.

There are a number of sinks over an above the mineral loss.


Edit: Further - tinkering with the relative spending value or worth of isk only serves to double down on the rich/poor divide.

I know people with personal wealth of trillions - if isk became scarcer then their relative worth increases hilariously.


This is true, but the ISK sink will always be less than the ISK coming into the economy, if this were not the case for a given market that market would not exist. That is why looking at sources would likely lead to a better outcome.

And to be clear, removing or limiting the amount of ISK entering the game simply to remove or limit ISK entering the game economy is not the goal. The idea is to have a reasonable growth rate in the amount of ISK in the game.




It doesn't matter. If you slow the rate of wealth accumulation, you still make the rich significantly richer in real terms because they already have stockpiles.

It's essentially trying to create negative inflation, which as I say sustained over time magnifies the spending power of the rich only.

I one guys has 100B today and another guy has 10B and the isk/hour is 1b/hour (for ease) then the second guy can "catch up" to the first guy with 90 hours activity (assuming the first guy is idle). If the isk hour drops in real terms, he's even more behind in terms of time.

I realise people aren't all talking about dropping isk/hour but the net effect of dropping isk/hour or increasing cost of living is the same - because any values are going to be absolute and not percentile, you hammer the less rich guys every time. If you make it percentile the older, richer guys will just game it.


But you aren't slowing, that is the point.

Again, look at the simplified economy...wealth is growing even though ships are blowing up.

And please, I'm not saying blowing things up is bad, in fact I think it is good since our little virtual economy here has no depreciation. Your ship can't wear out, parts wont break through normal use (yes, there is overheating). So ship and asset destruction takes its place, IMO. It is an unmitigated good thing...not only for the economy, but because it is fun.

As for the income/wealth distribution I'd be worried about it if you could buy political power--e.g. use your ISK to influence CCP. That would be rather hard, IMO.

As for the cost of living, with more ISK coming in that will tend to go up (all other things constant). However, we are also ignoring another pretty serious sink for ISK, players who walk away from the game. When a guy who has played for 8 years up and leaves...well all his wealth and ISK are effectively removed from the game because there really isn't a financial sector in Eve.

Our financial sector is almost literally that of the feudal erra. If things were tweaked...oh boy would a **** ton of liquidity flow into the market, and then you'd see some interesting things.

"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
#57 - 2015-11-26 18:24:58 UTC
afkalt wrote:
Sigras wrote:
Serendipity Lost wrote:
(read this slowly) BLOW SSSSHHHHHIIIIITTTTTT UP.

Im going to explain this as simply as I can on the off chance that you are able to understand it...

when you "BLOW SSSSHHHHHIIIIITTTTTT UP" more ISK enters the game than leaves it. This is part of the problem not part of the solution.

Pretend for simplicity sake that you and I are the only people in Eve (God help me), and you have a destroyer for sale that I want. You have 0 ISK + the destroyer and I have 2,000,000 ISK meaning a total of 2,000,000 ISK in all of New Eden.

You agree to sell me the ship for 1,960,000 ISK (the other 40,000 ISK is lost to taxes)

Now you have 1,960,000 ISK and I have a destroyer.

Then you being a nasty pirate blow up my shiny new destroyer.

Now you have 1,960,000 ISK and I have nothing... Until...

I get a notification that my insurance has kicked in, and I am reimbursed 750,000 ISK

Now you have 1,960,000 ISK and I have 750,000 ISK... There is now MORE ISK in New Eden than when we started.

The reason economies around the world are doing poorly is not because of economists... It's because of idiots like you who think they understand how things work and really dont...



Somewhat overly simplistic, but yes, there is insurance to consider, but equally there is ammo, T3/T3 ships, lost drones manufacturing costs, research costs, module loss and cargo destruction, nanite repair paste.

It's (much) more complex than is made out.

However the end result would be the same, those on piles of "old money" just get even richer in relative terms.



True, but if these sunk costs (costs for installing jobs, taxes, etc.) were greater than my profits..I'd ****ing stop. Some might not...until they run out of ISK and realize, "Hey, it's nor working as intended." And CCP might even notice and change things.

BTW, CCP actually decreased sunk costs for things like researching and improving blueprints.

"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
#58 - 2015-11-26 18:27:12 UTC
Khan Wrenth wrote:
Frostys Virpio wrote:
The only sink to counter the rich being risk would be an asset/wallet tax.


What's wrong with rich players being rich? A few players being rich isn't a problem, it's a part of a healthy economy.



Frostys didn't say there was anything wrong with being rich, but noting that if one wanted to do something about it you'd need a tax, most likely on one's wallet.

Not sure I agree with that. but yeah we'd have to basically expropriate some of their wealth....which probably isn't a good idea in a game.

"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
#59 - 2015-11-26 18:41:02 UTC
afkalt wrote:
Khan Wrenth wrote:
Frostys Virpio wrote:
The only sink to counter the rich being risk would be an asset/wallet tax.


What's wrong with rich players being rich? A few players being rich isn't a problem, it's a part of a healthy economy.



It's more than a few, it's everyone not new.

We really must examine the reasons behind people wanting more sinks. In my experience they are typically misguided ideas to bring the two groups closer together.



Nope, my concern is that the growth of the money supply (which can be positive or negative) can be a bad thing.

For example, if the money supply is shrinking then you'll probably have deflation, the purchasing power of your currency will go up. So people will not have an incentive to hoard money a bit longer...i.e. putting off purchases as much as possible so that they can buy more with just as much or even less money. The best example of this was the Great Depression where the U.S. let its money supply shrink (while also letting banks fail left and right). So people grabbed their money and held it close. And a recession was turned into a depression. Countries that went off the gold standard (e.g., the UK) and could engage in inflation targeting they fared much better. The U.S. was one of the last to go off the gold standard...and as soon as that happened and the money supply started to grow and deflation switched to low inflation the economy started to pick up...until the NRA passed Congress and FDR turned several major industries into oligopolies run in partnership with businesses and the government and let these industries charge monopoly prices. Which lead to lower output, higher prices, and even a reduction in the demand for inputs, including labor.*

I have been in game awhile now...but ISK wise I am not that wealthy, around 30 billionish...hey, I'm an economist*. We make ****** businessmen...if we didn't we'd be businessmen.

*And nope, not the ivory tower type, I work in a specific industry.

"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
#60 - 2015-11-26 18:56:56 UTC
Zimmer Jones wrote:
I'm going to get a hefty amount of immediate hate about this.

Scrap insurance as it is now, give players the tools to start their own insurance companies.

Same business as usual, a single ship transferral nulls the entire policy immediately. it'd be dicey to start with but eventually the proper statistical variables can be nailed down in limited api's and such as: Pilot age, number of deaths, by who and how they were killed( NPC, player, combination of both) resistance put up, (Dmg taken vs total ehp for the fit), damage returned, whether support was given( webbing/logi) , # of agressors, identity of agressors and sec level of place of death.

Open accounting of the insurance would be optional, but the wise would go for ones that can show links and reasons and anonymized payouts ( this ship died in this system, had this fit, paid out this much, and had "certificates" of this level for the dead ship. no names or times mentioned) list might have to be pared down to avoid correlating killmails with insurance publications.

"dead bear policies" could also be an option ( taken from the "dead peasant coverage," some large companies have individual policies on long term employees, it does happen).

It is an idea, and changes the insurance faucet into isk transferral with losses in transfer, or just plain removal of isk due to fraud and stupidity. Player tools>npc automation. Spreadsheet warriors get more fun, players have to more to lose for flying unaware.

begin the idea hole poking, cause this would require quite a bit of work to implement.


Not sure this would work too well. For insurance to work the event you are insuring against has to be both rare and undesirable. For example, in RL nobody likes a car crash, so insurance markets work.

Take a look at health care (uh-oh, this could go horribly off the rails....) and you see lots of things covered that...well...shouldn't be covered. Classic example is child birth. It is both common and usually not seen as a bad thing--i.e. people want to be parents and have a child. In this kind of insurance market the premiums would be pretty damn close to the actual costs.

Quick (simple--I could make it more complicated, but it wouldn't add anything for this discussion) example:

If you have 100 people and the bad event happens 1/100 and it costs $100, you'd expect to have 1 person experience the bad event, so the premiums would be $1. Everyone pays the $1 the total is $100, and when the bad event happens the $100 is transferred to the person experiencing the bad event.

Now suppose the event happens 9/10. Now the premiums will be $90, which is pretty close to the $100/individual cost.

To get back down to the $1 range you'd need some pretty hefty subsidies....which is what happens in most countries. They heavily subsidize health care.

[Please note, I am not making any sort of statement about the moral aspects of this, just describing how a market for insurance would work...]

So, with EVE and that we all love blowing up each other's space ships, it is no longer uncommon and quite possibly not even a bad thing (provided you had fun doing it).

"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