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New Dev Blog: Player-owned Customs Office

First post First post
Author
Dragnkat
The Chartered Company
#221 - 2011-10-18 15:59:12 UTC
Pipip Mendicant wrote:
Rather than nuke every lowsec/nullsec/wh customs office when this releases, you should leave them up but make them attackable.

It forces corps that want one to first be strong enough to take one down, leaves current production temporarily in place, and lets you test your new mechanic on a large scale before the PI market gets out of control if your assumptions were wrong. Not to mention that it leaves ninja PI in place until some large entity takes an interest in your out-of-the-way system, which helps out the little guy.


Adding my voice to this one as well for a like. Why not just leave the system as is at first? then if a player corp wishes a customs office and the associated risk their customs office replaces the npc one?

Lets you and the big corps play with your new shiny, and keeps the system in place for ninjas as well.
MichaelaB2
Space Exploitations and Examinations
#222 - 2011-10-18 15:59:15 UTC
CCP Omen wrote:
Orakkus wrote:
It seems to me that part of the goal of this change is to give small gangs more "targets of opportunity" that they can use to harass larger alliances. As such, can you tell me if the following option is on the table: Aside from just the "glory" of reinforcing one of these offices, do the attackers get any reward (i.e. PI materials from the office) either when they reinforce it, or after they destroy it, or both?

Your comment earlier indicates that you would still be able to withdraw materials even in reinforced mode, which means that any physical reward to taking one of these down is pretty minor, and that even the tactical or strategic reward would be very minor at best.


Yes, we don't incentivize taking Customs Offices down, other than if you want the spot or want to refuse the current owner access. We want it to be a political feature more than a mechanical one.


So current offices will stay there until someone decides to step in and control them?
Lucas Kell
Solitude Trading
S.N.O.T.
#223 - 2011-10-18 16:00:01 UTC  |  Edited by: Lucas Kell
CCP Omen wrote:
Orakkus wrote:
It seems to me that part of the goal of this change is to give small gangs more "targets of opportunity" that they can use to harass larger alliances. As such, can you tell me if the following option is on the table: Aside from just the "glory" of reinforcing one of these offices, do the attackers get any reward (i.e. PI materials from the office) either when they reinforce it, or after they destroy it, or both?

Your comment earlier indicates that you would still be able to withdraw materials even in reinforced mode, which means that any physical reward to taking one of these down is pretty minor, and that even the tactical or strategic reward would be very minor at best.


Yes, we don't incentivize taking Customs Offices down, other than if you want the spot or want to refuse the current owner access. We want it to be a political feature more than a mechanical one.

Then don't have it at all:

1. Don't remove the existing PCOs
2. Leave low sec and high sec alone
3. Remove/decrease tax from wh space (incentive to explore)
4. Hand new tax options to sov holding in low sec on existing PCOs (though perhaps base tax remains in place going to concord to prevent it being to big a boost)
5. Don't make PCOs attackable.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

CCP Omen
C C P
C C P Alliance
#224 - 2011-10-18 16:03:13 UTC
Raziphan Rebular wrote:
XavierVE wrote:
Quote:
Also, the "little" guy is adviced to use CONCORD's customs offices in High-Sec.


And then CCP wonders why most players never leave high-sec.



Ya I'm just a guy and I'm not part of some alliance, just a small corporation but I do my PI in lowsec, it's not great to have the Devs tell me 'tough *****' go do PI in highsec. I'm taking the risk here shouldn't I get some sort of reward? Instead I'm getting shoved out of Lowsec so that larger corporations that have massive resources can control everything. PI was great because it was accessible to all, now it's just another resource for alliances to fight over.


That's not our intention, if you are a small corp you are very much the focus of this. But honestly, what if a large alliance takes control of a CO and charge you 9% tax? Isn't that fine? they provide the service, you pay for it and it's cheaper than highsec? Our assumption is that Alliances or any corp will want to make money off their CO in low-sec. If that assumption turns out to be wrong, then we might intervene with a future update.

Regards
Omen

Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison

Pat Irvam
Doomheim
#225 - 2011-10-18 16:06:07 UTC
CCP Omen wrote:
Raziphan Rebular wrote:
[quote=XavierVE][quote]Also, the "little" guy is adviced to use CONCORD's customs offices in High-Sec.


. If that assumption turns out to be wrong, then we might intervene with a future update.

Regards
Omen


And we should be playing with pos fuels which affect t2/t3 markets when it took ccp how many years to look at supers and hybrids?
Xython
Federal Navy Academy
Gallente Federation
#226 - 2011-10-18 16:06:38 UTC
I don't see this going over well in Nullsec, considering how frustrating getting these things up will be, and how we're going to have to install one on every single planet we want to do PI on. Not to mention how many random roving annoyances will pop them just to be a jerk. Will we be able to place defenses up? Get alerts when they're getting attacked? Have a chance to repair them?

I just don't know. It sounds like a fun idea, but at the same time, it sounds like it could make it a bit more difficult than it should be. Wonder if there could be a "default" NPC Customs Office that we could upgrade instead.
CCP Omen
C C P
C C P Alliance
#227 - 2011-10-18 16:06:51 UTC
Rhavas wrote:
Love the player-driven approach even if it is going to kill my income stream. Oh well, improvise, adapt, overcome.

Questions:
1) Looks like we can now launch and avoid customs (subject to ugly volume restrictions) - please confirm.
2) Courier contracts at customs offices? This is the feature really needed/lacking from PI production. Coming?
3) When does this go live?
4) Are you sending Vaseline to POS owners? They'll need it when we producers factor this in to fuel pricing...


1) confirmed
2) Not planned, good idea though
3) I'm not sure if I am at liberty to tell, but it's ready to go
4) Oops If it turns out to be too much of an upset, we will take action.

Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison

Jake Centauri
Doomheim
#228 - 2011-10-18 16:07:24 UTC
CCP Omen wrote:
Raziphan Rebular wrote:
XavierVE wrote:
Quote:
Also, the "little" guy is adviced to use CONCORD's customs offices in High-Sec.


And then CCP wonders why most players never leave high-sec.



Ya I'm just a guy and I'm not part of some alliance, just a small corporation but I do my PI in lowsec, it's not great to have the Devs tell me 'tough *****' go do PI in highsec. I'm taking the risk here shouldn't I get some sort of reward? Instead I'm getting shoved out of Lowsec so that larger corporations that have massive resources can control everything. PI was great because it was accessible to all, now it's just another resource for alliances to fight over.


That's not our intention, if you are a small corp you are very much the focus of this. But honestly, what if a large alliance takes control of a CO and charge you 9% tax? Isn't that fine? they provide the service, you pay for it and it's cheaper than highsec? Our assumption is that Alliances or any corp will want to make money off their CO in low-sec. If that assumption turns out to be wrong, then we might intervene with a future update.

Regards
Omen


Why would a large alliance charge anything less than 100% tax for planets "open to the public?"
Trinkets friend
Sudden Buggery
Sending Thots And Players
#229 - 2011-10-18 16:07:57 UTC
Omen,

I hope you will seed some ready made customs ofices on the market for the first few days/weeks. There are a limited number of planets in the game, but there are obviously lots of people using several planets at the moment basically for free. In future you will have to manage in low/null/w-space the number of offices your corp puts up, and so on. However, immediately, this is going to cause a gigantic crunch in POS fuel supplies for a short while until gantries are rolled out, and the BPC's purchased with LP's, manufactured etc.

I say this as a w-space dweller. While I think it is way cool that there will be more things to shoot, and this is a buff for FW, there's also clearly a need for a rush of supply upon deployment. Eg, there are 9 planets in our wormhole system, we can probably trim down to using 5 of them. So we need 5 gantries and upgrade to 5 CO's. If we do not do this once you magically remove the CO's, we run out of POS fuel.

Great.

Other comments:
If you allow ANY form of defence to be anchored around CO's this will remove the ability, in w-space, of ganking people's PI haulers. I say this because your average corp will anchor a dissy and some small AC batteries around the office, and this is enough to gank anything stupid enough to decloak within range of the CO. Just sayin'

Second, the HP's are not too great, but still ridiculous for griefing unless you run medium or large gangs. We regularly bash small towers and it is a minimum of 2 hours with 6-8 BS's for a small tower. Clearing out a system in w-space after removing a corp's POS will become ridonkulously boring.

The reinforce timer idea is unfortunate. This means people can set the RF to come out during their prime time, which is defacto a way of waging RF timer warfare AFK. Second, it would be better to make it use stront, because that will consume stront.

To all those whining about this nerfing the lone operators: train Corporations skills to level 1, start your own corp, fling your PI alt in there, and get to it. Or suck the PI costs.



dbrummer
ASTARTES CORP
Hashashin Cartel
#230 - 2011-10-18 16:08:14 UTC  |  Edited by: dbrummer
I'm not sure I fully understand the mechanics of the Player Owned Customs Office. I'm part of a corp that lives out of NPC 0.0 space, how would this affect us? Are all of our existing PI installations going to be destroyed when this feature is enabled? If not, how do we get our goo off if there's no POCO anchored? I feel like we need more details on this change so we can fully understand the changes.

I'm like a few other people here and am very limited in my playing time but enjoy the passive income PI generates. If this change requires more time or makes it more difficult to make isk from PI then why use it? I'm just worried that the PI income I use to buy PvP ships will disappear.
Midnight Hope
Pator Tech School
Minmatar Republic
#231 - 2011-10-18 16:08:35 UTC
May be not your intention, but it is what's going to happen. Mark my words!

All the small producers (1 alt corps and the like), are going to be screwed. Case in point, I produce PI in a C1, I share the hole with 4 other corps. Right now we are at least 4 guys cranking out PI (one for each corp). After the "nerf", the one who places the CO up first will effectively knock the other 3 out of the market. Which will only increase PI prices for the PO owner which will motivate him in NOT sharing any of the offices.


Thinking that they will share for 9% when they can hog all the PI produced and get more than that 9% through market prices increase is just naive. Jeez, you guys don't seem to notice what's going on in game right now with Oxytopes and moon goo.
If someone can control the market they will!!


CCP Omen wrote:
Raziphan Rebular wrote:
XavierVE wrote:
Quote:
Also, the "little" guy is adviced to use CONCORD's customs offices in High-Sec.


And then CCP wonders why most players never leave high-sec.



Ya I'm just a guy and I'm not part of some alliance, just a small corporation but I do my PI in lowsec, it's not great to have the Devs tell me 'tough *****' go do PI in highsec. I'm taking the risk here shouldn't I get some sort of reward? Instead I'm getting shoved out of Lowsec so that larger corporations that have massive resources can control everything. PI was great because it was accessible to all, now it's just another resource for alliances to fight over.


That's not our intention, if you are a small corp you are very much the focus of this. But honestly, what if a large alliance takes control of a CO and charge you 9% tax? Isn't that fine? they provide the service, you pay for it and it's cheaper than highsec? Our assumption is that Alliances or any corp will want to make money off their CO in low-sec. If that assumption turns out to be wrong, then we might intervene with a future update.

Regards
Omen

TehOnion
Free Hunters Associted
#232 - 2011-10-18 16:10:30 UTC
I like this. PI is harder to do, but you generate more *Shtuff* per planet. You can also shut down other peoples PI (which you can't do at the moment unless Dust is still planned to come out? Roll)

It will be possible to starve out people in WH space by taking out the structure and it also promotes small gang fights because of their relatively low HP and the fact you can't stack 100 guns on them.

The only issue I see is if people attack it while the owners are offline, but if I understand the reinforced timer thing that eliminates that for the most part.

-Increased risk
-Increased return
-Player run
-Promotes small gang PVP

We need more updated like this.
CCP Omen
C C P
C C P Alliance
#233 - 2011-10-18 16:10:49 UTC
Mikron Alexarr wrote:
CCP Omen wrote:
Mikron Alexarr wrote:
30mil for the first stage module, another 30 in parts to upgrade it to functionality. BPC cost 6k LP and 20mil from CONCORD LP store (incursion) or 3k LP and 10mil from factional warfare LP stores.

So, we’ll probably see 200mil for the first mods. After a month, it’s possible prices will drop to 100mil. We probably won’t see bottom dollar (~75mil) for at least 3-6 months. This doesn’t even begin to address the HUGE spike in PI material prices that we’ll see. The early speculation alone will spike prices to minimum 200% up to a month before release and final details are set in place. Towers are going to also see an incredible increase in price due to simple demand for the parts for the customs offices. Although they probably are not produced or consumed in high enough volumes for the price increase to be very noticeable at first. Simply fueling towers will also become more burdensome, especially in the early days of the release of the feature.

All mechanics aside, I don't see this as a positive change. There are just not enough benefits coming from the change for players as a whole. I will say that the small operator out in low-sec is faced with a decision of putting the mods out and risking large sums of isk or simply packing up and going back to mission running. I'm curious as to how much these 'small operators' are contributing to the supply of PI materials.

Inflation is also a concern. You're removing a consistent isk sink and introducing a 'one-time' sink in the cost of the BPCs. WIth the prices posted, I think you're overestimating how often these structures will be destroyed. The structure shooting game will be fun at first, but over time, I see this as a concern.

Essentially, for awhile, towers will see a rapid decline in usage or simply a higher cost of operation. Invasion of space will see a similar effect. I see those two things as a very good reason to consider further development of the feature. More benefits should be added to the process of PI, such as (mentioned several times in this thread alone) simplified PI management, tools that help ease the click-fest, and possibly an increase in PI yeild from all planets to help deal with the supply shock.


Let's agree to disagree, one comment though, Since highsec taxes are doubled, and highsec produce 50% of all PI goods that should help counter the inflation, if we have overestimated the kill ratio for the offices themselves.


Agreed :)

50% is the current contribution. How will that change when the supply coming from non-high sec adjusts to the mechanics change and surpases high-sec contribution? Again, if I was a more active player pulling in money from many different sources this would be a much smaller concern. The state of the economy affects the casual player more than anyone since their money flow is much slower (not necessarily smaller).

Is there any word on possible UI improvements that will be released along with this new feature? Hilmar did mention in his post that the player base would be heard on calls for improvements for existing features.


What I can say is that we have improved the UI that specifically concern the Customs Office. I can't speak for other features I'm afraid...

Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison

Thogn Thu
Devouring The Feeble
The Chicken Coop
#234 - 2011-10-18 16:12:40 UTC
The thread was going really fast when I started taking this down, so apologies if I missed some responses that address some of my questions/issues.

At first glance, I really don't like this. This whole idea makes a fair amount of sense for null/WH space given their "frontier" status, but I don't think it fits for lowsec, which is still empire space when all is said and done. To me the Customs Office seems like it should fall into the same category as a NPC station in empire space. Players can't build them, players can't blow them up. In null/WH space, everything goes. If I'm reading the blog correctly, minimum standings on the CO could be set to deny folks you don't like. That essentially makes it a planetary sovereignty structure. If we can't claim sovereignty over a system in empire space, why should we be able to claim sovereignty over a planet?

I'm in a small and what is essentially a personal corp since most of the other members are fairly inactive. I do PI in lowsec because there's a good balance between risk and reward. Adding in the CO structure costs and potential defense costs makes for more risk and much less reward (at least in the short term), as does having to pay a potentially unfriendly entity who gouges prices. It seems like yet another way that a large entity can totally screw the little guy just trying to pull in some cash. The response that "little guys should be in highsec" is crap. From what I've seen, highsec planets are terrible compared with planets in low/null/WH space, and in my opinion, not worth the time.

The risk is even further increased with griefers who just want to blow up "that stupid carebear structure" just for some lulz, and no other gain. Granted, if the structures are hard enough to kill, that may be minimized, but there are still plenty of folks with supers that just love drinking up carebear tears and would do it just for laughs.

This just seems to be another game mechanic that will benefit the strong at the expense of the weak.

I agree with previous comments that there should be some sort of automated defense since you can't count on the "invulnerable because I have an outpost or ihub" factor.

General questions:

1) Why is there a two-step building process for deploying the customs office? From what I understand, you acquire/manufacture a gantry, anchor it, then upgrade it to a customs office where you supply additional materials. Why not just make the CO an anchorable structure on its own?
2) Will this introduce some mechanism for moving commodities between players (contract, corp hangar, trades, etc)?
3) Is there any consideration for making the amount of cargo you can launch into space without a CO larger? 500m3 is stupid small.
4) Will there be a new mechanism introduced to import cargo to a planet without using the CO?
5) The blog says 'The space port “hangar” is gone'. Does that mean the space port structure on the planet has no cargo capacity? Or does that just mean that the middle pane of the "move stuff to/from the CO" window is gone?
6) What is meant by "we have increased the bandwidth on all planetary links by a factor of five"?


Xython
Federal Navy Academy
Gallente Federation
#235 - 2011-10-18 16:12:41 UTC
Midnight Hope wrote:
May be not your intention, but it is what's going to happen. Mark my words!

All the small producers (1 alt corps and the like), are going to be screwed. Case in point, I produce PI in a C1, I share the hole with 4 other corps. Right now we are at least 4 guys cranking out PI (one for each corp). After the "nerf", the one who places the CO up first will effectively knock the other 3 out of the market. Which will only increase PI prices for the PO owner which will motivate him in NOT sharing any of the offices.


In theory, the other 3 will shoot the heck out of the 4th's CO, and after this cycle repeats, they'll eventually agree to disagree and leave it fair.

Alternately... is it confirmed it's only one CO per planet? Doesn't make much sense that way, as you'd naturally have competition in this sort of marketplace.
Raid'En
#236 - 2011-10-18 16:13:03 UTC  |  Edited by: Raid'En
CCP Omen wrote:

3) I'm not sure if I am at liberty to tell, but it's ready to go.

so it was the secret CSMs knew ?

i'm really worried about the impact on short term after the launch, as people have said we will have issues for weeks or maybe months until the new infrasctrucrures and prices are stabiliszed... and that will impact lots of things.

and if the idea of having a "mini station" i can manage is nice, but knowing it cost 80M minimum, for ONE planet, and can be destroyed easily by anyone...
you should boost the production rate at least... and boost low sec a lot given it risk the be the more attacked place, and anyway need boost.

Xython wrote:

Alternately... is it confirmed it's only one CO per planet? Doesn't make much sense that way, as you'd naturally have competition in this sort of marketplace.

if you can put more than one, you have no reason to destroy the one of the others.
it may however be a better idea if they want PI to be about economic and not warfare... but they said politics, so i suppose that no.
Largo Coronet
Perkone
Caldari State
#237 - 2011-10-18 16:13:09 UTC
Rees Noturana wrote:
I vote for sovereignty holders not having an automatic blockade on foreign customs offices. This gives another item to fight over during sovereignty wars and if you aren't paying attention to your buffer zones you'll see squatters moving in and taking over planets. However, I suppose there are DUST mechanics being worked on that we can't see yet.


This is how I see it. I don't know about other groups, but unless it has actual influence in sovereign status of a system I can't see GS wasting fleets running around shooting the things all day long. Especially since ganking ice miners has more effect and needs less effort.

So I presume that all customs offices presently in null and low-sec will be removed when this change takes place?

(Farms & Fields. Mittens was right, farms & fields.)

PS

As long as we're on the subject of PI, how about making it so you use PI materials to build all outpost improvement modules as well as the outposts themselves? I was amazed to find that those items are still sold by NPC s, and it would be a boost to PI to make them constructable as well. You can also make those blueprints available via FW & CONCORD LP stores like you plan to here for a boost in their value. Make the foundation, pedestal, and monument platforms CONCORD items, and the various upgrade platforms FW items.

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BeanBagKing
The Order of Atlas
#238 - 2011-10-18 16:13:47 UTC
CCP Omen wrote:
Ra Voreen wrote:
How will it work in null-sec ? Are the planets still reserved to the alliance that holds sov ?


We are undecided on this topic, it could go either way right now any preference?
Regards
Omen


Non reserved, I think it'll make things more interesting.
pipvac
Center for Advanced Studies
Gallente Federation
#239 - 2011-10-18 16:13:49 UTC
What an awesome idea!

Now big alliances, corporations and powerblocks can monopolise the best planets, as well as the moons, stations, etc.

And without a significant defense structure in place its a new idea that just keeps on giving.

Sarina Berghil
New Zion Judge Advocate
#240 - 2011-10-18 16:14:03 UTC
CCP Omen wrote:

That's not our intention, if you are a small corp you are very much the focus of this. But honestly, what if a large alliance takes control of a CO and charge you 9% tax? Isn't that fine? they provide the service, you pay for it and it's cheaper than highsec? Our assumption is that Alliances or any corp will want to make money off their CO in low-sec. If that assumption turns out to be wrong, then we might intervene with a future update.

Regards
Omen



If that assumption is the outcome I think that would be perfect.

I'm worrying that most would simply lock off the planets whether they use them or not, either to control the economy or prevent enemies to get ressources. Some may leave a few planets open as bait for traps.


I like the general idea of the changes, I just think this implementation encourages protectionism more than free trade.