These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

EVE: Inferno....STILL no Love for Industry

Author
Vertisce Soritenshi
The Scope
Gallente Federation
#21 - 2012-02-22 22:26:34 UTC
Yes...no love for industry yet again. I am not really an industry person myself but I think industry really does need some love. Everything in EvE starts with industry. There is no PvP without industry. We need our industrial players to keep the game moving for the rest of us.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

TheBreadMuncher
Protus Correction Facility Inc.
#22 - 2012-02-22 22:27:34 UTC
Vertisce Soritenshi wrote:
Yes...no love for industry yet again. I am not really an industry person myself but I think industry really does need some love. Everything in EvE starts with industry. There is no PvP without industry. We need our industrial players to keep the game moving for the rest of us.


Essentially, we need an "industrial revolution". We need more internet-spaceships-steampunk fusion. Or something.

"We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming.

Tarsus Zateki
Viziam
Amarr Empire
#23 - 2012-02-22 22:29:37 UTC
TheBreadMuncher wrote:
Vertisce Soritenshi wrote:
Yes...no love for industry yet again. I am not really an industry person myself but I think industry really does need some love. Everything in EvE starts with industry. There is no PvP without industry. We need our industrial players to keep the game moving for the rest of us.


Essentially, we need an "industrial revolution". We need more internet-spaceships-steampunk fusion. Or something.


Perhaps CCP could reskin the Factory Interface with LSD Trip colours to make setting up a factory slot more enriching.

You asked me once, what was in Room 101. I told you that you knew the answer already. Everyone knows it. The thing that is in Room 101 is the worst thing in the world.

Super Chair
Project Cerberus
Templis CALSF
#24 - 2012-02-22 22:31:11 UTC
OP is either troll or too stupid to be any different from such


Either way you all fell for it
Tarsus Zateki
Viziam
Amarr Empire
#25 - 2012-02-22 22:33:01 UTC
Super Chair wrote:
OP is either troll or too stupid to be any different from such


Either way you all fell for it


Says the monkey slapping at his keyboard hoping Shakespeare comes out.

You asked me once, what was in Room 101. I told you that you knew the answer already. Everyone knows it. The thing that is in Room 101 is the worst thing in the world.

JitaPriceChecker2
Doomheim
#26 - 2012-02-22 22:41:00 UTC
More destruction is an industry buff.

Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#27 - 2012-02-23 07:15:05 UTC  |  Edited by: Rel'k Bloodlor
The last indy expansion gave you PI and a capital that can jump gates.
HTFU
Just shut your mouth and wait for your next huge ass up date that dwarfs any PvP ship expansion sense red moon you ingrates.
How about you instead push as a group to get CCP to kill the bots.....oh what your bot herders in need of a way to make more and devalue the market even faster.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Endeavour Starfleet
#28 - 2012-02-23 07:33:19 UTC
Right now what the indy folks need is more bots removed from the game.

Another expansion without so will just mean more bots and worse prices.

Be patient.
Skydell
Bad Girl Posse
#29 - 2012-02-23 07:43:09 UTC
Endeavour Starfleet wrote:
Right now what the indy folks need is more bots removed from the game.

Another expansion without so will just mean more bots and worse prices.

Be patient.


Bots help me to determine what to reproc.
If there is no .01 ISK war, its junk.
Aineko Macx
#30 - 2012-02-23 07:45:55 UTC
Jovan Geldon
The Scope
Gallente Federation
#31 - 2012-02-23 07:48:00 UTC
Look on the bright side, at least you nerds don't need to update your spreadsheets for at least 6 months
Nova Fox
Novafox Shipyards
#32 - 2012-02-23 07:49:46 UTC
new modules, hundreds of them! New market of dust bunnies to sell ammo to!

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Parthonax
#33 - 2012-02-23 07:58:23 UTC
Does industry really need a buff?
Only thing that needs to change, in my opinion ,is that mining should be the only source of minerals
Everything else seems to work fine

if you complain about high pos fuel price..ever considered making your own fuel.? a small group of people can mine enough ice in 2 or 3 hours to fuel a large pos for a month and the PI is relative simple and any overproduction sells well

low mineral prices , well see my intro mining should be the ONLY source of minerals , sure price for t1 sh^ps and modules will go up for a while , when more people start mining again price will stabilize again , even opening the door slightly for nullsec mining maybe
Of course mission runners will complain, but hell they already make more than enough with bounties , salvage and LP stores

a change in game mechanics for mining to lock out the bots( desperately needed) shouldn't be that hard , why not remove individual asteroids from the over view and force people to manual lock the rocks or use their scanner to lock asteroids

if you want more research slots well start working for them if you in a corp you will need to whole corp working for that own research pos it is a MMO afterall

more manudacturing slots , sheeesh don't be lazy move away from those trade hubs , there are constellations enough with plenty of manudacturing slots that are never used

So no industry doesn't really need much just a few small things
FW ,new player experience and a overhaul in sov game mechanics need attention aswell and probably more than industry in general
so this is permanence
Julian Koll
The Kollektive
#34 - 2012-02-23 08:41:08 UTC
i guess most non-industrialists are getting this wrong:

i as an industrial player don't need new profitable stuff to build. there is plenty of things to build already that make my wallet grow very nicely.

however what i (and i guess lots of others) want is a iteration on the mind numbing clickfest that is the industrial interface at the moment. try starting 90 jobs each day for a week or two and you get a really good feeling of what could be improved in the s&i interface.
yeah, this is a game about spaceships, and we all love them and the industry interface is not that bad that it needs fixing asap, but we've been promised ccp looking into it for more than 3 years now (always forget the name of the 'orca-expansion' which was supposed to be the 'industrial expansion')

a second point is that even adding new t1/t2 blueprints doesnt add anything for the industrialist. sure the item is different, but for me its just another line in my spreadsheet and another blueprint icon in my hangar, the process of producing that item is the same as it was before. what would be really nice would be an expansion similar to the t3 production tree, which is different from what you got at t1 or t2. (but as i do t1 mostly, i know to little about it and this might be better explained by someone who knows what he's talking about)
Ptraci
3 R Corporation
#35 - 2012-02-23 09:02:09 UTC
Rel'k Bloodlor wrote:
and devalue the market even faster.


1) The market is inflating, not deflating.
2) This is due to ISK faucets (bounties and incursions), not mineral faucets. An abundance of minerals would reduce price levels over all. What we are seeing today is an abundance of ISK increasing price levels overall. Industry does NOT CREATE ISK. It creates materials, and stuff that you can buy with isk. However industry is an overall ISK sink because it requires BPOs (bought from NPC's) and BPC's (that need research, that need POS fuels, that need PI taxes paid).
Valei Khurelem
#36 - 2012-02-23 09:07:03 UTC
Quote:
This is due to ISK faucets (bounties and incursions), not mineral faucets. An abundance of minerals would reduce price levels over all.


Don't forget, there's the problem of mission pretty much handing out ISK left and right too, then there's ratting in 0.0 though that counts towards bounties, all in all, just look at the Euro/Dollar as a real life parallel, ISK is basically like our established currencies in real life, the only problem is that ISK will only correct itself when CCP want it to rather than the players.

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

Aineko Macx
#37 - 2012-02-23 19:34:35 UTC  |  Edited by: Aineko Macx
As an academic exercise one could try to imagine eves economy in a closed loop model:
All ISK removed by sinks is put in a pool. ISK faucets scale dynamically based on the fullness of the pool.
CCP can easily track the relevant ISK movements and only has to decide what percentages of the total faucet volume goes to which player activity. By tuning the relative pool fullness level, CCP can easily control the ISK/effort ratio to the desired balance.
Chokichi Ozuwara
Perkone
Caldari State
#38 - 2012-02-23 21:07:47 UTC
Aineko Macx wrote:
As an academic exercise one could try to imagine eves economy in a closed loop model:
All ISK removed by sinks is put in a pool. ISK faucets scale dynamically based on the fullness of the pool.
CCP can easily track the relevant ISK movements and only has to decide what percentages of the total faucet volume goes to which player activity. By tuning the relative pool fullness level, CCP can easily control the ISK/effort ratio to the desired balance.

This is the dream of every central planning banker. But it doesn't work, even in a closed model because within eve itself are innumerable variables. Once you tweak anything in the sandbox, it effects everything else.

Tuning payouts could undo work on other expansions, radically change fleet composition, alter the amount of combat, increase or decrease griefing, change population flows.

That's not an argument by me not to do it, but when Eve starts tweaking the sandbox, the effects lead to a different game for everyone.

Tears will be shed and pants will need to be changed all round.

Jita Alt666
#39 - 2012-02-23 21:33:00 UTC
Chokichi Ozuwara wrote:
Aineko Macx wrote:
As an academic exercise one could try to imagine eves economy in a closed loop model:
All ISK removed by sinks is put in a pool. ISK faucets scale dynamically based on the fullness of the pool.
CCP can easily track the relevant ISK movements and only has to decide what percentages of the total faucet volume goes to which player activity. By tuning the relative pool fullness level, CCP can easily control the ISK/effort ratio to the desired balance.

This is the dream of every central planning banker. But it doesn't work, even in a closed model because within eve itself are innumerable variables. Once you tweak anything in the sandbox, it effects everything else.

Tuning payouts could undo work on other expansions, radically change fleet composition, alter the amount of combat, increase or decrease griefing, change population flows.

That's not an argument by me not to do it, but when Eve starts tweaking the sandbox, the effects lead to a different game for everyone.


That is the problem with socialist economic policies.
Herzog Wolfhammer
Sigma Special Tactics Group
#40 - 2012-02-23 21:39:51 UTC
Maybe the game is going "Mad Max" and there won't be any industry at all.


That would be .... cool.



Bring back DEEEEP Space!