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Dear CCP Soundwave: RE: income adjustment

Author
Cunanium
Viziam
Amarr Empire
#121 - 2012-03-31 04:47:34 UTC
So thinking about what Tyberius Franklin is saying; the problem with the system is too much ISK remaining in the system. The system essentially relies on transaction tax/brokers fees to reduce the ISK, lets face it, most other sinks can be avoided or mitigated minus a few key ones.

The problem right now is that ISK is not being moved enough to allow taxes/broker fees to effectively decay ISK, it also poses a problem of those with a lot ISK are not moving ISK (hence why the have so much). So the wealthy continue to accumulate. Essentially the problem of too much ISK in the system is because it is accumulating and given the opportunity to decay.

Now what I am about to propose may be very disliked, even hated, and is probably a bad idea, I have had a few beers. But if ISK decayed without having to move, it would remedy the problem of too much ISK while maintaining the nature of CCP's original ISK extractors. The rate of decay would be determined by the amount of ISK entering the system, or remaining in the system, and could be adjusted by CCP to achieve a desired inflation rate.

The decay would be a proportionality of current wallet, meaning those accumulation points would decay the most, allowing ISK that normally would have been moving in the system, thus decaying, to properly decay.

This will remove alot of stockpiles that alliances have built up, reducing their advantage. Players who consistently have low wallets due to purchases of assets will benefit.

The downside is that having ISK will become a liability and may begin to damage the economy in the sense that manufacturers would prefer to hold on to their assets instead of trade them for ISK, however, the decay rate is likely to be slow enough to not be a significant impediment to trade.
Adunh Slavy
#122 - 2012-03-31 05:02:06 UTC
Something being missed here. Productivity.

If productivity can maintain growth with ISK then prices should remain rather stable. According to the chart of price inflation for Eve, over the very long term, it has been stable. It's had quite a few ups and downs compared to a real economy, but in the real economy a god rarely comes down and changes the composition of trees, rocks or cars and does it over night.

What we have to wonder is, is productivity actually keeping pace with the growth of the money supply? In an ideal situation it would be the case. According to the chart of price inflation, we had a relative deflationary slump while the monetary base was exploding. This makes little sense, unless something else is going on, something like over production by accident and artificial price controls.

If a mechanic in the game is producing too much of something, that price is going to go down. As more and more of that thing is produced, we would expect the decrease in price to sooner or later lead to a shortage, because no one wastes time producing it any longer. But this does not happen in Eve, in some sectors, for one simple reason - The activities that generate ISK, also generate a lot of the stuff that would other wise be considered production.

Why make guns when the price is going down, when I can go shoot rats and get ISK and guns? As I gain more and more ISK, and more and more guns, the gun prices drop, the value of my ISK goes up compared to the guns. What if these guns can be refined into some base components that are used in just about everything else in the game? ... poof, we land in mudflation. What helped Eve for a very long time was its ability to reprocess items, this allowed typical mudlfation behaviors to be diffused among many products.

The problem is not ISK faucets or sinks, the trouble is that too much stuff got produced by activities that also generate ISK. This pushed prices down further and further making ISK generating activities even more attractive. Now the rubber band of monetary inflation is pulling and creating some wild volatility in an uncertain marketplace.

Real productivity, and not production as a suplment to ISK generation, must take hold, and it is going to have to do it in an environment of a 1300% increase in the money supply. It'll be a bumpy ride, take a deep breath and enjoy it, magic can not fix this, only common sense.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Scrapyard Bob
EVE University
Ivy League
#123 - 2012-03-31 05:46:12 UTC
So... more fees.

- Add a "trade hub" tax fee of about 0.5% on top of the existing sales tax in the trade-hub system. Make it 0.25% in the surrounding systems. Apply it to the top 10 systems in Empire space based on monthly transaction volume.

- Raise the cost to change broker orders, maybe charge 0.01% of the outstanding order value to adjust it.

- Higher station slot fees for Manufacturing lines and research / copy / invention slots. If the lines are at least 50% busy each hour through the day, then the fee goes up 1% per day. If the lines are less then 50% busy each day, decrease the fee by 0.5% per day. No upper-end limits either, let the market balance it. This would also make POS arrays/labs in hi-sec more cost-competitive.

A slot fee of 333 ISK/hr, would grow to 598 ISK/hr on day 60, then 1977 ISK/hr on day 180 and about 12.6k ISK/hr by day 365. At which point, manufacturers would either move their production to other stations or out to POS arrays.

- Make rat bounties more dynamic based on how many people are farming in the same system. If lots of rats are being killed, decrease the payouts by up to 15%, if very few rats are being killed, increase payouts by up to 15%.

- Higher station office rentals. Remove the cap on fees and let it grow unbounded. Players will decide that 100-200M per month for a station slot is too expensive and they will spread out.

- Higher repair fees, decreased based on your standings with the corp that owns the station.

(Personally, I'm in favor of letting slot fees float. In the busier systems you could see slot fees approaching 60k/hr.)
equcin meey
camdy and Co. inc.
#124 - 2012-03-31 07:28:51 UTC
Misanth wrote:
equcin meey wrote:
Copine Callmeknau wrote:

Because being able to reside in high sec with near-zero risk and make similar amounts of money to people residing in low/null facing moderate-high risk is not balanced.

Fixing this would involve either reducing high-sec income, or boost null/low income. We don't want to contribute to massive inflation so the logical choice is to nerf high-sec income

Now why don't you tell me why you as a high-sec player should be able to earn the same amount of ISK as I do, when you are near iinvulnerable and I am at constant and pervasive threat of expensive death.


see Misanth this is how you do a construction reply with an answer instead of a bitter old vet that seem to hate all that the current game has now but is still happy to play hmm oh and waving a bit of paper to say your did something.

i don't believe i should earn more isk than low sec,WH space an 0.0 but i also don't believe i should earn near zero and neither is high sec near zero risk.


You and Chokichi Ozuwara seems very angry, and lacking a sense of humour, I even put in that extreme 'bittervet' and 'economic major' there to make it painfully obvious, yet you both just took the pain and ignored the obvious..


funny nobody else got it that you were trying to be a standup comic Roll just a tip you might need a writer who knows comedy

support the Lego Rifter 

http://lego.cuusoo.com/ideas/view/11619

Userkare
Sebiestor Tribe
Minmatar Republic
#125 - 2012-03-31 08:02:06 UTC
Whats with all the people in this thread claiming moons/mining/loot drops/lp are isk faucets.
Strategos
Echelon Research
Goonswarm Federation
#126 - 2012-03-31 08:04:08 UTC  |  Edited by: Strategos
Although I do agree with the amount of isk flowing into EVE needs to be curbed, I don't like how everyone in 0.0 tells everyone else to move out of highsec and into 0.0. 0.0 is full. You're either paying billions and billions in rent, living in the worst of the worst NPC space, being meat shields to a super block, or still making decent buck in highsec and not having to worry about anything. It's not to hard to see which most people will pick.

Want more people to move out into 0.0? Open it up more. Make it cost much, MUCH more to hold sov after ~20 systems or so (100 systems is stupid), so the "blocks" claim size shrinks and allows more corps and alliances to form instead having to join one of the blocks. Decrease the mobility of super caps to even less then what they have now and/or drastically, and I mean -drastically- increase costs to jump, making it completely unworthwhile do to costs to jump on top of 20 BS's or even 2-3 carriers, and especially not with a couple of supers. Supers need to be delegated to the "do or die" conflicts where huge amounts of addition assets are on the line, not the random hot drops on dreads/carriers and subcaps.

Or hell, just introduce another 2,000 systems.

Like I said, tons of people in 0.0 want highsec dwellers to move out into 0.0, but they don't stop to possibly address some of the reasons why a lot of people don't.

and for the record I've lived in 0.0 since nearly the beginning of my time in eve and like it, but it's not hard to see why people don't want to move out into 0.0.
Adunh Slavy
#127 - 2012-03-31 08:10:23 UTC
Userkare wrote:
Whats with all the people in this thread claiming moons/mining/loot drops/lp are isk faucets.



A few feel that if they can prove they are ISK faucets, they can justify over paid things like incursions, when what they should be arguing is disparity, however doing that opens them up to all sorts of things they don't like.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Kamilia StarGazer
Sovereign Industrial Inc.
#128 - 2012-03-31 10:08:49 UTC  |  Edited by: Kamilia StarGazer
TLDR:must have npcs selling things that are useful add more isk sinks that cant be avoided
replace isk income with lp in incursions(big isk sink if done right)


The issue here is as many have stated over and over not the material faucets but the isk faucets..

It is not easy to address but one thing that would help is returning some things back to npcs.
they want this game to be controlled by players but the problem with this is we don't through isk away
without a good reason such as was was POS fuel.

If they want to fix the issue as it is atleast as far as i see it would be to add costs to playing that are paid to npcs
such as docking fees (this would affect everyone would also make station games in pvp costly.)

incursions should never have paid isk flat out these should have been another material or just flat out lp generator.
by this i mean we have a multitude of things in the concord store that are usefull across all aspects of gameplay.

even 5m+5klp for security statues pardons to add some security status to characters as if you killed a frigate and
having varied versions of these for higher prices.


these are just general ideas probably not good ones but none the less it is of this nature that could help

P.S.
as for the incursion income swap to lp yea flame on about that i do incursions and i admit they should not pay isk stop whining about it you could make more profit on an lp store if things people really wanted where in it....
Falin Whalen
Federal Navy Academy
Gallente Federation
#129 - 2012-03-31 16:20:50 UTC
Adunh Slavy wrote:
Something being missed here. Productivity.

If productivity can maintain growth with ISK then prices should remain rather stable. According to the chart of price inflation for Eve, over the very long term, it has been stable. It's had quite a few ups and downs compared to a real economy, but in the real economy a god rarely comes down and changes the composition of trees, rocks or cars and does it over night.

What we have to wonder is, is productivity actually keeping pace with the growth of the money supply? In an ideal situation it would be the case. According to the chart of price inflation, we had a relative deflationary slump while the monetary base was exploding. This makes little sense, unless something else is going on, something like over production by accident and artificial price controls.

If a mechanic in the game is producing too much of something, that price is going to go down. As more and more of that thing is produced, we would expect the decrease in price to sooner or later lead to a shortage, because no one wastes time producing it any longer. But this does not happen in Eve, in some sectors, for one simple reason - The activities that generate ISK, also generate a lot of the stuff that would other wise be considered production.

Why make guns when the price is going down, when I can go shoot rats and get ISK and guns? As I gain more and more ISK, and more and more guns, the gun prices drop, the value of my ISK goes up compared to the guns. What if these guns can be refined into some base components that are used in just about everything else in the game? ... poof, we land in mudflation. What helped Eve for a very long time was its ability to reprocess items, this allowed typical mudlfation behaviors to be diffused among many products.

The problem is not ISK faucets or sinks, the trouble is that too much stuff got produced by activities that also generate ISK. This pushed prices down further and further making ISK generating activities even more attractive. Now the rubber band of monetary inflation is pulling and creating some wild volatility in an uncertain marketplace.

Real productivity, and not production as a suplment to ISK generation, must take hold, and it is going to have to do it in an environment of a 1300% increase in the money supply. It'll be a bumpy ride, take a deep breath and enjoy it, magic can not fix this, only common sense.
Simple solution would be that NPCs cease to drop gear. (ammo and tags would remain unchanged) A replacement for meta item drops would be a 1 run BPC of the item. (material input the same as for meta 0, but still 50% repro.) Production via gun is done away with, and real productivity can settle where it should.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Adunh Slavy
#130 - 2012-03-31 18:16:08 UTC
Falin Whalen wrote:
Simple solution would be that NPCs cease to drop gear. (ammo and tags would remain unchanged) A replacement for meta item drops would be a 1 run BPC of the item. (material input the same as for meta 0, but still 50% repro.) Production via gun is done away with, and real productivity can settle where it should.


Agree, a good first step has been (will be) made with drones reducing the materials. Longer term something like BPCs, or a "broken" version of a T1 Meta+ item being repaired, consuming minerals would be good too. Can even introduce a new skill, "mr fix it" skill, helps in the repair of broken modules of this class. All that could ever be refined from them being exactly what has to go into them to fix them, would negate the loot issue. There would still be some downward push on Meta 0 prices, but I suspect that is preferable to removal of meta 1-4. Further, the downward push would be overcome by the lesser supply of minerals overall.

Still plenty of ISK to be had for mission runners and ratters, being the only source of T1 meta items and opens up a new mini career.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

HELIC0N ONE
Republic Military School
Minmatar Republic
#131 - 2012-03-31 21:57:02 UTC  |  Edited by: HELIC0N ONE
Adunh Slavy wrote:
Falin Whalen wrote:
Simple solution would be that NPCs cease to drop gear. (ammo and tags would remain unchanged) A replacement for meta item drops would be a 1 run BPC of the item. (material input the same as for meta 0, but still 50% repro.) Production via gun is done away with, and real productivity can settle where it should.


Agree, a good first step has been (will be) made with drones reducing the materials. Longer term something like BPCs, or a "broken" version of a T1 Meta+ item being repaired, consuming minerals would be good too. Can even introduce a new skill, "mr fix it" skill, helps in the repair of broken modules of this class. All that could ever be refined from them being exactly what has to go into them to fix them, would negate the loot issue. There would still be some downward push on Meta 0 prices, but I suspect that is preferable to removal of meta 1-4. Further, the downward push would be overcome by the lesser supply of minerals overall.

Ideally all loot would be handled in the same way as salvage is currently: smashed up wreckage which requires some industrial activity (and mineral consumption) before it can be repurposed into new things.

The idea of my ship being pumped full of 425mm autocannon rounds before exploding but half of the modules sitting perfectly intact to be scooped and used again, including delicate and sensitive equipment, is pretty silly.
DarthNefarius
Minmatar Heavy Industries
#132 - 2012-04-01 00:39:21 UTC  |  Edited by: DarthNefarius
Userkare wrote:
Whats with all the people in this thread claiming moons/mining/loot drops/lp are isk faucets.



Dunno whom that is but they are non ISK faucets that can/will affect inflation. Drone poop for one being reduced or elimenated and turned into a ISK faucet [bounties] from a mineral(alloy) faucet will inevitably cause inflation.
Moon goo's near monopoly gives a very few at the top a way to create inflation like with oil & OPEC.
I personally would like to see both moon goo's & nano ribbons space monopolies broken a litte ( say sleeper incursion or a drone incursion that poops moon goo ) so we'd have other material faucets that would spread out incomes to all SEC systems & WH space.
Empire doesn't have a monpoly on anything at all although if it did it probably should be on printing ISK (although I'd laugh i one day Goonie bucks [GISK?] started being printed in the North :) since it is a couple governments.
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Daniel Plain
Doomheim
#133 - 2012-04-01 02:41:35 UTC
Mr Kidd wrote:
10% reduction is not that big of a deal but, it might be just enough to make people reconsider.

Sure, it's a completely selfish idea. But, no more selfish than people in hisec wanting income levels comparable to other more dangerous types of space.


10% is not enough tbh. just the other day i scanned down and cleared a whole C2 with 15 sites or so and came out with ~50-60mil/h in loot. i can make the same 50-60 mil/h running lvl4s any day. now granted, i did the C2 in a 70mil drake rather than a tengu but the reason was to keep the risk/reward at a comfortable level, so the comparison still holds.
and while the payouts are roughly the same on paper, hisec missions still have the advantage of being easy and predictable, risk free and requiring no ramp-up time (scanning, switching ships etc).

I should buy an Ishtar.

Demon Azrakel
Garoun Investment Bank
Gallente Federation
#134 - 2012-04-01 02:48:57 UTC
equcin meey wrote:
Misanth wrote:
Yes, it needs to be done. But it should be done while balancing the income differences at the same time. It'd ridicilous zero/low-risk highsec dwellers can even make something remotely close in income as the low-, wh- and nullsec dwellers can. Highsec should just a widespread starter-, trader- and transport zone. Income possibilities in highsec should be close to zero.



why should my income be near zero when i choose to play in high sec like other's choose to play in low sec, WH space and 0.0 ??


risk vs. ******* reward
Frying Doom
#135 - 2012-04-01 02:57:09 UTC
Demon Azrakel wrote:
equcin meey wrote:
Misanth wrote:
Yes, it needs to be done. But it should be done while balancing the income differences at the same time. It'd ridicilous zero/low-risk highsec dwellers can even make something remotely close in income as the low-, wh- and nullsec dwellers can. Highsec should just a widespread starter-, trader- and transport zone. Income possibilities in highsec should be close to zero.



why should my income be near zero when i choose to play in high sec like other's choose to play in low sec, WH space and 0.0 ??


risk vs. ******* reward

If it was risk Vs reward shouldn't that mean lo-sec would pay the best as it's safer in null especially if you are in a large alliance.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Mr Epeen
It's All About Me
#136 - 2012-04-01 03:10:44 UTC
0.0 is stagnant. Essentially no risk.
Low is a moderate risk.
High is the highest risk of losing an expensive ship.

Stop living in wonderland people. Look at the actual facts. So by the OPs definition, the highest rewards should be paid out in high sec.

But, it's a sandbox. It's not up to CCP to fiddle with. It's up to us.

If the people in 0.0 would stop hoarding and start destroying, the whole dynamic would change. You can't have stability unless you consume what you have. It the American way and the EVE way. Lets get a decent war going, folks. It works for the U.S. and it will work for EVE.

Mr Epeen Cool
Daniel Plain
Doomheim
#137 - 2012-04-01 13:27:29 UTC
Mr Epeen wrote:
0.0 is stagnant. Essentially no risk.
Low is a moderate risk.
High is the highest risk of losing an expensive ship.


this is bullshit on so many levels. firstly, noone forces you to fly a blinged out ship. secondly, unless you fly incursions and your logis screw up, there is no way of losing it unless YOU screw up badly. whereas in low and null you will lose ships regularly no matter what.

I should buy an Ishtar.

Keen Fallsword
Skyway Patrol
#138 - 2012-04-01 13:30:23 UTC
Haikato Saraki wrote:
Just do it.
Dont wait for it to become a problem, just do it now, or soon, or whenever, just don't save the option as some kind of "save the universe" button because by the time its that big of a problem it will be too late.

10% hit to all bounty's will be an unpopular move, I get that, but consider this. You talked at fanfest about shifting more and more NPC services into the hands of players. I believe something along the lines of "your all grown up now, you can run jita" was said. Well that's great, Im excited for that! But the more NPC's you put out of a job the more isk-sinks you plug up.

So don't wait for the waves of isk to roll in once gun-mining is fixed, just do it now. 10% will not hurt the individual pilot that much and the sooner you do "balance incomes" the sooner we'll all get over it.


Dont mess with CCP Soundwave ! It can hurts! you was warned
DarthNefarius
Minmatar Heavy Industries
#139 - 2012-04-01 19:40:39 UTC  |  Edited by: DarthNefarius
If the current rumors are correct 15 trillion ISK left the game last week from the coffers of a large NULL sec Alliance. This is more then 3/4 the ISK of a month of Incusions payouts&sleeper NPC buy orders combined. Perma bans, GM ISK siezures & un sub accounts are a heat sink which numbers are rarely documented. Only number I've heard ballied about was from Dr E saying that 10,000 plex have been conficated from botters accounts.
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Sekhmet Neteret
INESTO-Tigris Holdings Foundation
#140 - 2012-04-02 00:09:32 UTC
Misanth wrote:
equcin meey wrote:
Misanth wrote:
Yes, it needs to be done. But it should be done while balancing the income differences at the same time. It'd ridicilous zero/low-risk highsec dwellers can even make something remotely close in income as the low-, wh- and nullsec dwellers can. Highsec should just a widespread starter-, trader- and transport zone. Income possibilities in highsec should be close to zero.



why should my income be near zero when i choose to play in high sec like other's choose to play in low sec, WH space and 0.0 ??


Pick one:
* Why should anyone live anywhere risky if there's no reward for taking said risks
* Why should people contribute to the isk in-currency if they don't contribute in spending it
* Think about all us bittervets who had no missions or incursions, and started with ~50k sp/could barely even kill rats in highsec, we need to hate on people getting free isk, obviously, as back then we were all forced to go to low- or null to make *any* kind of income
* I'm an economics major, 4 years, what about you?


You started with only 50k sp and you consider yourself a bittervet?