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Datacores explained - CCP

Author
Killian Redbeard
Ironhand Research and Industrial Corp
#41 - 2012-05-10 01:35:09 UTC
Tippia wrote:
Killian Redbeard wrote:
RP accumulation is not wealth.
Sure it is, in much the same way as my huge pile of morphite is wealth.



I have 4,038.17 RP points available in Gallentean Starship Engineering. How much will you pay me for the RP points? Will you exchange me 1 morphite for each rp point?
Mara Rinn
Cosmic Goo Convertor
#42 - 2012-05-10 01:36:19 UTC
Tippia wrote:
Killian Redbeard wrote:
RP accumulation is not wealth.
Sure it is, in much the same way as my huge pile of morphite is wealth.


Which is to say that it is worthless until you actually do something with it.
Tippia
Sunshine and Lollipops
#43 - 2012-05-10 01:36:35 UTC  |  Edited by: Tippia
Killian Redbeard wrote:
I have 4,038.17 RP points available in Gallentean Starship Engineering. How much will you pay me for the RP points? Will you exchange me 1 morphite for each rp point?
I'll have to check the market to figure out of that's a reasonable exchange rate first, but other than that….

Mara Rinn wrote:
Which is to say that it is worthless until you actually do something with it.
Yes, just like everything else in EVE. So it's not strange that RP has a value in the same way, and that accumulating RP is an accumulation of wealth in the same way as the accumulation of pretty much anything.
Rikki Sals
BioLogistics
#44 - 2012-05-10 01:37:53 UTC
My accounts gain skillpoints, increasing the price they fetch when traded, 24 hours a day and 7 days a week, as long as I make sure their queues are filled up, maybe once a week. Is that passive income? QuestionAttention Maybe CCP should change it so you only gain SP while logged in?
Tippia
Sunshine and Lollipops
#45 - 2012-05-10 01:39:56 UTC  |  Edited by: Tippia
Rikki Sals wrote:
My accounts gain skillpoints, increasing the price they fetch when traded, 24 hours a day and 7 days a week, as long as I make sure their queues are filled up, maybe once a week. Is that passive income?
Sure, if you're a character seller it could be seen as one… but even then, you have to actually log in and make sure the SP accumulates, so technically no — it's really just operating on much longer cycles than most. Then again, CCP makes money off of that particular income stream, so I'm not surprised that they're turning a blind eye to it… Cool
Alavaria Fera
GoonWaffe
#46 - 2012-05-10 01:42:11 UTC
Mara Rinn wrote:
But that is not what CCP are doing: they are replacing so-called "passive income" with "mining with guns." Which is the lesser evil? Ask the miners.

You mean researching with guns, surely.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Mara Rinn
Cosmic Goo Convertor
#47 - 2012-05-10 01:58:02 UTC
Tippia wrote:
Mara Rinn wrote:
I look forward to P2–4 products being available through the FW LP store too, then.
Why would they be? Producing them is still an active enterprise, so there's no need to fix it.


How is it active to watch stuff being changed from "water" and "electrolytes" to "coolant"?

Just because the process has a limited run time doesn't make it active. There is nothing to watch, no interaction that will improve the process, nothing to be done besides logging off and coming back tomorrow to reload the water and electrolytes and take away the coolant.

Of course you might be defining "active process" as "produces a fixed value per interaction." Thus your fixation on processes with end dates. If agents needed to be set off on research projects that finished after a period of time, would that be an active value generation?
Tippia
Sunshine and Lollipops
#48 - 2012-05-10 02:00:21 UTC  |  Edited by: Tippia
Mara Rinn wrote:
How is it active to watch stuff being changed from "water" and "electrolytes" to "coolant"?
Because you need to actively feed it with water and electrolytes for any coolant to appear.
It's much like how you have to actively press F1 every now and then to turn a Pith Conquistador into a Large Generic Wreck.

Quote:
If agents needed to be set off on research projects that finished after a period of time, would that be an active value generation?
Then it would be like any other kind of S&I, so yes.
Alavaria Fera
GoonWaffe
#49 - 2012-05-10 02:00:26 UTC
Mara Rinn wrote:
If agents needed to be set off on research projects that finished after a period of time, would that be an active value generation?

Wasn't that one of the proposed solutions people posted here? It made good sense too, really. Go do something for the agent, they give you some research, etc etc. A joint project, maybe.

Instead, now we shoot people and buy research, which is ... different ...

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Skydell
Bad Girl Posse
#50 - 2012-05-10 02:12:02 UTC
Elise DarkStar wrote:
Tippia owning fools.


Not seeing it myself. Trying to define passive income by implying that you don't need to interact at any level?

Even if I entertain Tippia and reply to the very abstract implications, it doesn't change the way the game plays out. As people have pointed out, you can't just let RP pile up for 3 years and log in and sell them. There is a logistical process to converting them to ISK. That logistical process involves interaction and yet it is viewed as passive income and a negative in EVE. The same holds true in the entire research and production of everything in EVE. There is a minimal interaction required to make it work.

Passive income doesn't hurt EVE. Automated income does. You can't bot the RP systems, it has time stamps on it. You can bot mining, you can bot PvE.

Passive Income isn't hurting the economy of EVE. The slow and steady export to a loot based economy is. When T2 was introduced it was the optimal fit. Now T2 fits are bottom of the barrel, nobody even considers a Meta 4 fit anymore. Faction and faction or blue fit is the new premium and it has cut the entire T2 production line out of the process. When you see a new mirror come up on test server the first thing everyone does is school all the officer fittings. Buy up all the faction mods and ammo. T2 is second rate. EVE is becoming WoW. Where your best gear is looted, not made by other people.
Aqriue
Center for Advanced Studies
Gallente Federation
#51 - 2012-05-10 02:12:13 UTC
Its like 2 datacores a day per agent. Not exactly game breaking, unless you count the fact that everyone has access to it but not everyone wants to runt them or attempt to gain them but then suddenly the guy who doesn't have them is getting mad about it. Who really cares? Datacores in massive numbers probably keeps the price of T2 down, **** why doesn't CCP do something about how cheap T1 hulls are and incorporate some extra T2 material into them that isn't making T2. Like I don't know...using a datacore or three to build a T1 thorax...EVE T1 industry is no different then the EQ1 shake and bag method circa 1999 where you put the items in a fletching kit then hit build or put the materials in a station then hit build. So why not add a couple datacores to build a T1 ship, then use even more datacores to build a T2 ship. Suddenly the demand increases instead of having to cut the supply...but what ever this is ******* CCP we are talking about and they want to revamp the Amarr mining frig into an offensive ship...like that makes sense Straight
Mara Rinn
Cosmic Goo Convertor
#52 - 2012-05-10 02:30:04 UTC
Tippia wrote:
Because you need to actively feed it with water and electrolytes for any coolant to appear.
It's much like how you have to actively press F1 every now and then to turn a Pith Conquistador into a Large Generic Wreck.


Underlined the important part.

The cycle times of weapons on spaceships are far shorter, you can't simply wander off for a day after you press F1 (unless you are flying a laser boat and are solo-reinforcing a POS or other structure). When the activity will complete successfully with no player input while the player is logged out, it is surely a passive value generation.

Your combat ship might successfully turn that one Conquistador into a wreck while you are logged off, but you have to be logged in to pick the next target. I suspect there is more interaction required to log in between explosions to pick the next target, and you need the alt logged in to keep you warp scrambled so you don't emergency warp out. So in the end, to prove a point about passive value generation you are actually mre actively engaged with the game than usual.

Apparently there is a mismatch between our definitions of passive value generation: mine is any system which generates value while the player is logged out. Yours appears to be any system that does not have a defined end time.

Note that PI extraction does not have a defined end time. You can vary the cycle time from a few minutes to over a week.

PI processing does not have a defined end time either: you load up as much stuff as will fit in the storage available, the processing takes from 7 hours to over a week depending on your ratio of processors to storage.

The loading and unloading is irrelevant, since you do both in the same step of the cycle (well, you do unless you are fiscally illiterate).

So to my view it boils down to one definition of passive value generation being "it happens when I am logged off" versus "it never stops." I would suggest that the second is perpetual generation, rather than passive. Framed in this way, RP production is a perpetual process: it will keep running without player interaction. Once it has been defined this way, it is easy to see how a passive value generation activity like PI processing and an active activity such as shooting things are different to the activity of farming datacores. It is also easy to see the appropriate correction: in real life, projects have defined scope, so do the same with research projects run by agents.

Will you accept the distinction between "passive" and "active" versus "perpetual" and "temporary"?
Torneach
Doomheim
#53 - 2012-05-10 02:34:16 UTC
Skydell wrote:
Passive Income isn't hurting the economy of EVE. The slow and steady export to a loot based economy is. When T2 was introduced it was the optimal fit. Now T2 fits are bottom of the barrel, nobody even considers a Meta 4 fit anymore. Faction and faction or blue fit is the new premium and it has cut the entire T2 production line out of the process. When you see a new mirror come up on test server the first thing everyone does is school all the officer fittings. Buy up all the faction mods and ammo. T2 is second rate. EVE is becoming WoW. Where your best gear is looted, not made by other people.


To add to this, Meta 1-4 is purely obtained through loot as well.

Right now, the game designers seem to not be able to choose whether EVE should be a combat themepark or a sandbox.

For instance, Tyrannis moved the production of fuel components and POS structure components away from NPC sell orders and into player-run PI installations, a move towards a multi-role sandbox.

However, with these proposed changes to RP accumulation, EVE seems to be tilting towards a combat themepark, where the best equipment is obtained through fighting.

I understand why CCP is moving RPs to FW - they want to stimulate participation in FW through increased rewards rather than a wholesome game mechanic. In their minds, they believe that players will bare their teeth and deal with whatever horrible game mechanics are in place in return for good rewards.
Ioci
Bad Girl Posse
#54 - 2012-05-10 03:35:06 UTC
Torneach wrote:

To add to this, Meta 1-4 is purely obtained through loot as well.

Right now, the game designers seem to not be able to choose whether EVE should be a combat themepark or a sandbox.

For instance, Tyrannis moved the production of fuel components and POS structure components away from NPC sell orders and into player-run PI installations, a move towards a multi-role sandbox.

However, with these proposed changes to RP accumulation, EVE seems to be tilting towards a combat themepark, where the best equipment is obtained through fighting.

I understand why CCP is moving RPs to FW - they want to stimulate participation in FW through increased rewards rather than a wholesome game mechanic. In their minds, they believe that players will bare their teeth and deal with whatever horrible game mechanics are in place in return for good rewards.


9 years of history have proven the last part of this to not be the case.

Something CCP have failed at in EVE from day one is to input labor in to the value of something. Players do it, you see it in the cost of blue loots. There is a reason I won't go to null sec to farm them. It's less time consuming to just go to Jita and pay whatever price is there for stuff I want. EVE is very much tied to real life in one respect. it eats time and no matter how rich I am, I can't buy time.

R.I.P. Vile Rat

Ravenclaw2kk
Native Freshfood
Minmatar Republic
#55 - 2012-05-10 03:57:28 UTC
The price of datacores, in general is going to rise. Maybe not by 100% that would cover the loss of RP, but by adding an isk cost to the LP store and reducing Hi-Sec supply there will be a base value to all Datacores which will be higher than the current price balancing some of the loss.

Atm any datacores priced below 200k isk are a steal.
Disdaine
#56 - 2012-05-10 04:14:29 UTC
AFK Dominix. Passive income. Nerf required.

PI. Passive accumulation of wealth between cycles. Nerf required.
MailDeadDrop
Archon Industries
#57 - 2012-05-10 04:36:05 UTC
Quote:
When the activity will complete successfully with no player input while the player is logged out, it is surely a passive value generation.

Oh, like training characters for sale (or resale) on the Character Bazaar? Nerf offline skill training!
Tippia
Sunshine and Lollipops
#58 - 2012-05-10 05:06:21 UTC
Mara Rinn wrote:
Apparently there is a mismatch between our definitions of passive value generation: mine is any system which generates value while the player is logged out. Yours appears to be any system that does not have a defined end time.
No, mine is one where you don't have to do anything to keep the accumulating that value. The accumulation happens without any kind of input — all you have to do is come and cash it in at any time you like.

Even if it only happened while you were online, it could still be just as passive. RP is nice in that it doesn't even do that, so when you cash in, you can do so safe in the knowledge that even though you accidentally forgot to do it last week it won't make the slightest bit of difference.
Mara Rinn
Cosmic Goo Convertor
#59 - 2012-05-10 05:25:48 UTC
Tippia wrote:
Mara Rinn wrote:
Apparently there is a mismatch between our definitions of passive value generation: mine is any system which generates value while the player is logged out. Yours appears to be any system that does not have a defined end time.
No, mine is one where you don't have to do anything to keep the accumulating that value.


Can you give me an example of a value accumulation system which doesn't require player interaction to continue accumulating value after value is extracted, but does have a defined end time, but is still "passive" in your sense?

My definition of "happens even when you are offline" doesn't preclude the activity being passive just because the player is logged in: that ME research is going to take two weeks regardless of how much you wish to interact with the POS in an attempt to extract value sooner.

This my suggestion of the "perpetual" descriptor rather than "passive", since perpetual indicates quite precisely the nature of the process as not requiring interference to continue operating.

The AFK sentry Dominix is somewhat passive, though it doesn't work when you log out, and I would actually class it as active since it requires some supervision. Skill training requires adjusting the queue from time to time. They are temporary activities. RP accumulation is perpetual and passive.
Jessie-A Tassik
Pator Tech School
Minmatar Republic
#60 - 2012-05-10 05:35:54 UTC  |  Edited by: Jessie-A Tassik
Tippia wrote:
Skydell wrote:
That's an extreme exaggeration but from the time I click a button to start an invention or a manufacturing job to the time it poops out a whatever it is I was looking for, I don't even need to be logged in let alone in station.
…and inbetween you pressing F1 and the rat dying, you can adjust your market orders, scam some newbies, have a drone auto-aggress and kill a completely different rat. Not to mention, that you then have to press F1 again (and install new S&I tasks).

The thing is still that you actually need to participate in all those actions, just like you need to take active actions to make all the stuff in invention happen. With datacores, you tell your agent to start accumulating RP and then… nothing. From there on, your input is zero.

Quote:
I can be running missions, I can be ratting, I can be mining, I can be not even in EVE. Those things are still going to happen.
They will happen if you keep making them happen, otherwise, they will not. You have to activate them time and time again. You have to participate in the process. This is quite unlike R&D, where you have to do absolutely nothing for the RP pile to keep growing.


Tippia, I believe I requested that you figure out the population split between NPC Null, which receives things like the Drone Nerf, and PC Alliance Null, which receives things like Moon Goo, several days ago.

Did you forget? You like calculating numbers so much I felt sure you would have it done by now.

Chop chop.