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[Debate] - ISK SINK

Author
Alx Warlord
The Scope
Gallente Federation
#1 - 2012-10-05 20:43:58 UTC  |  Edited by: Alx Warlord
As everyone have notice the Plex price is going up everyday, this means that each day the ISK have lass real life vallue. So the best solution for this is to balance the rate of Creation/Destruction of currency. What would make ISK more valluable. But EVE have allot of ISK creation mechanism while have few ISK destruction mechanism. So my proposal here is to discuss a way to remove ISK from the game, the so called ISK SINKS

Some Eve-News Related to this subject:
PLEX Has Zero Elasticity- The Runaway Horse

Actual status, on a quarter year data:
Singras's Chart about ISK Sink/Faucet

So I'm Gathering suggestions of ISK sinks here:

Quote:

- Empire Frontier Taxes on goods.
- POS construction Taxes.
- New NPC Feature: Propaganda/Advertising
- Dynamic NPC Costs.
- Docking Tax.
- Stargate Tax.
- Manufacture Tax
- Refining Fees.
- Substitution of tags and insignias by ISK in the LP Store.
- NPC Hauling services.
- Increase NPC hi-sec manufacturing lines fee.
- Make Insurance a ISK sink, making it consume ISK and return LP.
- POS/Starbase (LP) Insurance.
- Add ISK Cost on buying POS charters on the LP Store.
- Add more NPC sold items: Neural remap, vanity items, especial clones, etc... ( they could also cost part LP)
- Extra Manufacture Tax on Foreign Ships ( Like building non caldari ship or pirate ship in caldari space)
- Make Refining fee to take ISK instead of minerals.
- Increase NPC Corporation Tax.
- Add Ship customization service (costing ISK)
- Ship wear and tear


Also other solutions that may come in hand.

Quote:

- Make Incursions give LP instead of ISK
- Make MIssion time bonus reward LP instead of ISK
- Nerf all isk Faucets.
- Make Refining Taxable by corps.( ISK)


Note 1: All ISK transfer operations between players doesn't count as ISK sinks nor faucets.
Note 2: There are some virtual ISK sinks like "Player wallets" that remove ISK from circulation.

I will try to keep this first topic updated with the comments content, this way making things easier and organized. If you look the posts you will find the source...
Omnathious Deninard
University of Caille
Gallente Federation
#2 - 2012-10-05 21:54:17 UTC
Tariff taxes.
A tax applied to cargo ships based on the market value of the goods paid when jumping into a new empire.

If you don't follow the rules, neither will I.

Sheynan
Lighting the blight
#3 - 2012-10-05 22:04:06 UTC
A) Nerf highsec missions

B) Nerf ISK payout from incursions, increase lp payout

C) Nerf nullsec missions, but put more loot into them to compensate


That should pretty much solve it.













There, I said it. Now I will sit here and wait here for people to scream rage and murder...
Alx Warlord
The Scope
Gallente Federation
#4 - 2012-10-05 22:32:18 UTC
How about making POS modules anchoring to cost ISK? like when we assembly PI?
Crispin McTarmac
School of Applied Knowledge
Caldari State
#5 - 2012-10-05 22:40:50 UTC
Inflation is an increase in the price of everything. At the moment only PLEX prices are going up, so I don't see any inflation.
Arduemont
Rotten Legion
#6 - 2012-10-05 23:27:29 UTC
Payment for advertising. If you could pay to have links to websites, alliance propaganda and services on special billboards or on the CQ screen a lot of people would pay out for them. You could even have to bid for them so that adds in Jita would cost billions of ISK.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Doddy
Excidium.
#7 - 2012-10-05 23:59:15 UTC
NPC costs should all be dynamic. Transaction costs, factory costs etc should all increase with use within a system, so setting a sell order in Jita should cost more than setting it in some lo sec back water. Currently the only dynamic npc cost in this way is office costs, which are far too small to impact the economy overall. Docking fees should be brought in as well, again should be dynamic. Think how much caldari navy would make with a 1isk per 1000kg docking fee (so shuttle = 1.6k isk, freighter 940k isk). These dynamic costs would both act an isk sink and help move the population about a bit. You could even have the price of npc goods like skillbooks rise dynamically so they cost more in busy areas than in quiet ones.

Agent rewards should also be dynamic (agent with loads of pilots working for him should pay less than one with a single pilot).
Mars Theran
Foreign Interloper
#8 - 2012-10-06 00:57:26 UTC
Sheynan wrote:
A) Nerf highsec missions

B) Nerf ISK payout from incursions, increase lp payout

C) Nerf nullsec missions, but put more loot into them to compensate


That should pretty much solve it.













There, I said it. Now I will sit here and wait here for people to scream rage and murder...


Right.. because Incursion haven't already been nerfed, missions are getting more effective and thus dangerous AIs and don't already have mediocre ISK/hr ratio compared to other thing, Nullsec doesn't really use thousand to generate their income, and Faction Warfare isn't even on the list because it generates more ISK per person in a day, than you can make with a Corp in a C6 Wormhole in 2 weeks. Roll
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Sheynan
Lighting the blight
#9 - 2012-10-06 01:39:35 UTC
Faction is already being adressed in the next patch and also does not "create" any ISK, it rathers takes ISK out of the economy.

Incursions still make a ton of money and my proposed change would only slightly alter the end result and mostly just shift the income further from pure ISK to ISK you get by selling LP stuff.

The same goes for nullsec.





And to even remotely declare the subtle AI changes as "dangerous" in a context of highsec missions just seems blatantly wrong.
Alx Warlord
The Scope
Gallente Federation
#10 - 2012-10-06 03:08:32 UTC  |  Edited by: Alx Warlord
Sheynan wrote:

Incursions still make a ton of money and my proposed change would only slightly alter the end result and mostly just shift the income further from pure ISK to ISK you get by selling LP stuff.


This seems to be a good solution for the incoming ISK problem of the incursion, replacing the final site reward with LP. and also a good new way to introduce new stuff to the game with more relevance in the Concord LP Store.

This may also be applied to Missions reward or at lest the TIME bonus reward. this will also affect the ISK income.

But in this point, I think that CCP shuld put allot more love into LP store. most of items there are not worth and it is really messy to find anything in there... there shoud have sub-menus and more variety of nice stuff...
Sigras
Conglomo
#11 - 2012-10-06 03:14:35 UTC
if you want to talk about isk faucets instead of sinks, only one category need be looked at . . . say it with me

Pirate Bounties

If you look at this chart really closely, all of the sinks and faucets are labeled.

Pirate Bounties count for more than 50% of all faucets and it alone puts more isk into the economy than all the other sinks take out combined.

You could change incursions/missions/FW to give no isk at all and we'd still have a problem!

I made some charts to illustrate the point of how bad it really is.

Something needs to be fixed with this system and soon or we'll soon trivialize all of the game content.
Doddy
Excidium.
#12 - 2012-10-06 03:34:54 UTC
Mars Theran wrote:
Sheynan wrote:
A) Nerf highsec missions

B) Nerf ISK payout from incursions, increase lp payout

C) Nerf nullsec missions, but put more loot into them to compensate


That should pretty much solve it.













There, I said it. Now I will sit here and wait here for people to scream rage and murder...


Right.. because Incursion haven't already been nerfed, missions are getting more effective and thus dangerous AIs and don't already have mediocre ISK/hr ratio compared to other thing, Nullsec doesn't really use thousand to generate their income, and Faction Warfare isn't even on the list because it generates more ISK per person in a day, than you can make with a Corp in a C6 Wormhole in 2 weeks. Roll


FW is isk neutral, why even bring it up?
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#13 - 2012-10-06 08:30:02 UTC
The PLEX price goes up everyday because there is more and more buyers and less suppliers.

SPAM plex.

Problem solved.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#14 - 2012-10-06 09:36:31 UTC
Alx Warlord wrote:
As everyone have notice the Plex price is going up everyday, this means that each day the ISK have lass real life vallue.


So stockpile plex instead of ISK... its what I do - My ISK reserves are always low, its all tied up in ships (which generally increase in value with time), or PLEXes

As far as mining/industry vs missioning... the income from missioning is essentially fixed. As ISK inflates, "Income" stays stagnant, and "real income" drops. Meanwhile, inflation causes mineral and ship prices to rise, and a balance will naturally be reached.

Also, we should look at mineral/ice/moon goon sources and sinks. If the total amount of minerals (both raw, and in manufactured form, ie ships) increases, ideally you'd have a proportional increase in total ISK amount. Otherwise, your ISK gains real value just sitting in your wallet doing nothing - no sort of investment is encouraged.


Still, the ever increasing supply of ISK is not good (I could make some real world analogy, about how we have been conditioned to just accept that inflation is inevitable, but I'll resist for now).

One thing I've noticed when starting out a new toon - the NPC starter station manufacturing slots are all full - the poor noobs trying to manufacture something for a career agent must wait a long time for a slot to free up (or move to another system.

In general, manufacturing slots in high sec are too cheap (I'd give a special new toon discount) - I say jack up the ISK/hour cost of high sec manufacturing lines. - Perhaps even open them up to the market, and allow people to bid on the use of a maunfacturing slot - I'm pretty sure atm its cheaper to manufacture in a high sec station, than to manufacture from a POS (with all the fuel requirements, etc)


2nd: Refining fees - currently if you don't have 6.67 standings with a NPC corp that owns the refinery, they take a cut of the minerals... Less minerals = more isk per mineral = more inflation. I'd simply propose that they don't take a cut of the minerals, rather they take an ISK fee based on the estimated value of the refined material.

Then of course, you could add more sinks like the ability to "hire" NPCs in high sec space.

Also, I'm pretty sure the insurance system pays out far more than it takes in. If CCP can hire a "professional economist" (although I have a low opinion of most people in such professions, and that they can't even control inflation in a game says something...) - they could get an insurance guy to revamp the insurance system, such that the system takes in more money than it pays out.
There could be different policy types - perhaps one policy only covers your losses if you lose your ship in high sec - no payouts for low sec losses. If you loose many ships, your insurance premiums go up, etc.

An ISK sink that I think could be massive, would be to allow certain LP store items to be bought with just ISK an LP, with no tags.
- but have the ISK requirements be very high (this would of course, but a ceiling on the tag market)
Faction guns would be an excellent starting candidate

Also, we have NPC trade convoys already... imagine if you could pay ISK and get NPCs to move your stuff around from station to station - sure you can do it with contracts - but then you've got to put a lot of collateral to make sure they don't just steal the cargo you wanted shipped - and they if you have a high collateral, nobody accepts your contract, because they think you'll just gank them, and take the collateral + your cargo back. - so theres a massive trust issue (though I hear black frog can make it work).
NPC haulers would be trust worthy, and confidential - there'd be no publicall viewable contracts for people to know when a high value shipment was going out. They'd also take small jobs that most capsuleers won't find worth their time (ie, no, I'm not going to travel 30 jumps with a 500m3 cargo for 1 mill ISK)
Of course, there'd still be a risk, as players could still intercept the NPC convoys.
Traders would probably love being able to hire NPC interbus to make moderate sized shipments (lets say up to 3 bestower's worth) to bring goods to markets without actually having to travel there.
An "interbus service" available to capsuleers might be widely used, allowing players to get reliable supplies of ammon and basic modules away from trade hubs, and if widely used, could be a massive ISK sink.
-they wouldn't compete with freighters, but would compete with T1 industrials, they wouldn't operate in low sec - or maybe they would, but I assume a lot of cargo would be lost in such operations and people wouldnt risk moving anything of value with NPCs - I suppose they might try T1 ammo shipments thr....
Mars Theran
Foreign Interloper
#15 - 2012-10-06 13:11:36 UTC  |  Edited by: Mars Theran
Sheynan wrote:
Faction is already being adressed in the next patch and also does not "create" any ISK, it rathers takes ISK out of the economy.

Incursions still make a ton of money and my proposed change would only slightly alter the end result and mostly just shift the income further from pure ISK to ISK you get by selling LP stuff.

The same goes for nullsec.





And to even remotely declare the subtle AI changes as "dangerous" in a context of highsec missions just seems blatantly wrong.


Of course, I always liked that analogy. I get it, I really do. You convert LP to stuff, then you sell that stuff to players. No ISK created right? Thing is, I've never done it, but I'm guessing you get ISK from other things, though maybe not as much.

So here's a thought: Eventually the implants and other Faction stuff will become low value as supply exceeds demand and no need to fix it right? Why hasn't that happened?

What? Nullsec? I still don't get it. You want to nerf the income generated from over 5K systems because ~20K people are hoarding it and preventing other players from having access to it?

How do you nerf that anyway? What happens if Null becomes a 100K people; do you buff it to compensate? I think there is more issue with the mechanics surrounding the generation of that ISK, (nothing to serious), than the ability to generate that income.

I don't run Incursions, but having LP cashouts increase over ISK cashouts doesn't seem too bad. Of course, I still have to think of the fact that only one fleet gets that ISK iirc. So, whether it's 10 or 20, or even 40 people, the payout is the same and spread between them, right? Kind of like Nullsec.

Not sure it's out of balance anymore, so much as something that now exists on top of previous means to generate ISK. I suspect it also helps bring in new players and retain them. No idea though; not specifically.

Personally, I don't see the impact on the market anymore. Its changed, but its not all that. I'd venture to say that the market has changed mostly because the ISK has changed hands.

edit: Right, the missions AI. By Dangerous, I meant less solo afking.
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Mars Theran
Foreign Interloper
#16 - 2012-10-06 13:25:13 UTC
I wonder that nobody has mentioned ratting. The highest 'ISK faucet' in the game at literally just less than 3 times what Wormholes bring in as the second highest generator of Income.

All this is moot anyhow. You're assuming that a society could exist without some form of natural or existing resource that could be harvested, and function entirely on buying and selling. Take away the ability to work for it, and what do you have?

That would be a bunch of people over charging for limited supply, and nothing for people to start off with. The real world continuously generates income from various sources that do not involve direct market trading except on the selling end and purchase of equipment and materials to make that income stream available.

Without that, the world wouldn't really function.
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Mars Theran
Foreign Interloper
#17 - 2012-10-06 14:13:12 UTC
Okay, purely for arguments sake.


We're looking at ISK income specifically from NPCs right?

Not items that can be sold to players, but ISK that is either received from an NPC for an item that has no use in game, or ISK that is directly given to players from an NPC.

In a standard market economy, this would be the equivalent of printing more money, I understand that. In EVE, it is simply a transfer of wealth from the non-player society, to the player society. From Faction A to Capsuleer B, so to speak. They are increasing the ISK or currency amount available to the Capsuleers as a whole.

Pro:

~ More ISK to spread around between Capsuleers means more Capsuleers can have more ISK, and asa result of that, the game can support more Capsuleers.

Con:

~ Single players can generate large amounts of ISK and retain it, without spreading it out into the economy.

So, if we just look at that, then we have a few things to consider. Do we have an increasing population? Is the ISK being Spread around? Are new players getting it? Is it being farmed?

Well, they're farming Faction Warfare, but we've decided that it ISK Neutral for the purpose of this argument. Still, it affects it, as it allows one player to hoard large amounts of ISK.

Are Incursions being farmed? Not really, I think, as it is competition based and requires a great deal of Fleet organization. It may be hoarded within a few select Corporations or Alliances though.

Incursions inject ISK by means of Concord payouts, which could--yes--be converted to LP payouts, and it would make sense to do that.

Are Rats being farmed? Yes. This is a given I think, and it also allows a few players to hoard massive amounts of ISK, provided they are in the right place. That place would be Nullsec of course, with the highest bounty on Rats, and the least amount of access for the majority of the player base.

Nullsec Rats also provide the most expensive loot drops, including but not limited to Officer Drops.

Nullsec Rats also account for nearly somewhat less than 50% of the Total ISK Faucet in game. Sorry, don't know the exact numbers, but Rats account for the majority of ISK injection, according to that chart. This goes to the few by nature of it being generated in areas held by Nullsec Alliances, and further helps to redirect ISK into Nullsec Alliance members wallets through the sale of Officer mods.

I don't think this is bad. Null Alliances have a lot more costs than Highsec or Lowsec players. Sov bills, Infrastructure, Ships, Stations, etc.. It may be a bit much though, when you also account for Technetium and Moon mining in general, Jita scams, and various other things.

Wormholes only generate ISK injection through the sale of NPC items like those data sheets. I suppose that accounts for the numbers in the spreadsheet there, though I might have a hard time believing it, given my experience was we made our real ISK off of Gas harvesting, materials and manufacturing/reactions when I was in a Wormhole.

I'd also guess that this ISK injection is spread quite evenly, as many players who don't live in Wormholes Rat in them. Sleepers don't pay bounties that I recall.

So, we have ISK injection and distribution of wealth. Players who are receiving the ISK injection either have to distribute it to cover costs, or they can hoard it. I think the latter is more an issue than the former, but that's another argument, even if it is something to consider here.

In considering that, I'd say the answer is relatively simple. Reduce the value of Sleeper 'Blue' loot to roughly 75% of current, and decrease the Bounty payouts in Nullsec by 20%. Transfer 50% of the Incursion Payout to LP, and reduce it by about 15%.

That should put a cap on it. The answer is definitely not increasing Sov costs, (the only Nullsec ISK sink I am aware of), as that would only harm Alliances by requiring larger investments in that area. Granted, that wouldn't harm the big guys too much, but there are small alliances too, and they have much less to work with, while being in the worst position strategically speaking.

Ideally though, you want to leave some increase to total ISK, while also leaving room for new means of injecting it, should they be introduced, (i.e: new types of game-play in whatever Sec).
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Mars Theran
Foreign Interloper
#18 - 2012-10-06 14:15:34 UTC
Also, we've already had, (and some pushed for it), the conversion of Drone Region and other Drones loot drops, (re-usable), to ISK injection through bounties.

Something to note.
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Omnathious Deninard
University of Caille
Gallente Federation
#19 - 2012-10-06 16:09:25 UTC
Mars Theran wrote:
Also, we've already had, (and some pushed for it), the conversion of Drone Region and other Drones loot drops, (re-usable), to ISK injection through bounties.

Something to note.

Rogue drone bounties are less damaging to the eve economy than the mineral drops.

If you don't follow the rules, neither will I.

Sigras
Conglomo
#20 - 2012-10-07 00:56:17 UTC
Verity Sovereign wrote:
In general, manufacturing slots in high sec are too cheap (I'd give a special new toon discount) - I say jack up the ISK/hour cost of high sec manufacturing lines. - Perhaps even open them up to the market, and allow people to bid on the use of a maunfacturing slot - I'm pretty sure atm its cheaper to manufacture in a high sec station, than to manufacture from a POS (with all the fuel requirements, etc)

I agree with increasing the NPC manufacturing costs, but I dont think opening them up to the market will do much. There are so many empty manufacturing slots in high sec its not even funny. Now ME/Copy slots you may be on to something, but the only places ive ever found all of the manufacturing slots filled is near jita or near the noob stations.

Verity Sovereign wrote:
2nd: Refining fees - currently if you don't have 6.67 standings with a NPC corp that owns the refinery, they take a cut of the minerals... Less minerals = more isk per mineral = more inflation. I'd simply propose that they don't take a cut of the minerals, rather they take an ISK fee based on the estimated value of the refined material.

This is an absolutely fantastic idea! This would even scale properly with inflation . . . amazing. I approve of this product and or service.

Verity Sovereign wrote:
Also, I'm pretty sure the insurance system pays out far more than it takes in. If CCP can hire a "professional economist" (although I have a low opinion of most people in such professions, and that they can't even control inflation in a game says something...) - they could get an insurance guy to revamp the insurance system, such that the system takes in more money than it pays out.
There could be different policy types - perhaps one policy only covers your losses if you lose your ship in high sec - no payouts for low sec losses. If you loose many ships, your insurance premiums go up, etc.

The problem with this is that eve is not analogous to real life. Even though it makes good business sense, you shouldnt penalize someone for PvPing or being a pirate. To me, the entire insurance system is irreparably broken because you want people to go out there and lose ships and play the game.

In real life, people are risk averse because if they die, they die. People play games to escape this reality; you shouldnt penalize people for playing the game.

That and insurance companies can count on most people doing everything they can to avoid a car crash, they hire people dedicated to rooting out insurance fraud and people are required by law to have monthly insurance; the real insurance companies have all of these things going for them, and in eve the concord insurance company would have none of this going for them.
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