These forums have been archived and are now read-only.

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

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New Dev Blog: Player-owned Customs Office

First post First post
Author
Circumstantial Evidence
#1121 - 2011-10-20 18:25:08 UTC
Increase command center storage and rocket payload to 2,000 m3. That gives the evil pirates 5 chances to get me at the gates while I offload 10,000 m3 from a high tax rate planet. I'd still prefer paying a reasonable tax, to offload my stuff in one trip.

On one hand removing all CO when feature is deployed seems harsh, it "would be nice" if they stayed while players decided which ones they wanted to take for themselves. 1/4 of the hitpoints and no reinforce timer on existing CO's, to make a player driven transition easier to start.

However, not removing CO's gives WH space residents a free ride.

How about releasing the only the blueprints when feature is deployed, to give everyone time to start making POCO's, and moving them into position. WH space residents in particular, need time to move these things due to logistical challenges of WH routes. Remove existing CO's a month later.
Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#1122 - 2011-10-20 18:29:07 UTC
So clearly based on feedback in this thread, part of this change "might be something good!" while other parts very well "might be something bad!".

I am waiting to get a sign from the team that owns this that they see they haven't got this change nearly right yet and to clarify when they will be inflicting this "wonder" on the 'verse?

So "Team Planetary Infarction", are you listening? Will you be open to changing how this will work? When should we expect this?

If they have already answered this sorry to ask something "asked and answered" but I couldn't see that we've had any feedback about our feedback.

Issler
Kassasis Dakkstromri
State War Academy
Caldari State
#1123 - 2011-10-20 18:31:38 UTC
Kassasis Dakkstromri wrote:
rootimus maximus wrote:
Kassasis Dakkstromri wrote:
There seems to be a misunderstanding here....


Thanks for clarifying. It seems to me that they need to make launchpads capable of :shock: launching stuff, then. At least that would give you an option if you don't want to drop customs offices (although I stand by my comment about it not being that much of a hardship for you given your vast potential income).



You would think.... but perhaps a more reasonable arguement to present to CCP might be that the Command Center Upgrades skill should have a direct relationship to the m3 launch capability of the rocket. Which in turn would = 2500m3 and solve the Tier 4 Advanced Commodities export problem in a practical and reasonable way.

Because as a pilot of a Sandbox MMO, I should be able to choose how and in what way I engage others in any mechanic intended to increase player interaction. And I should also be able given an option to use my cunning as a player to circumvent my 'intended playmate'.

Linking Command Center Upgrades skill to CC m3 launch capacity would be a brilliant adjustment that would make much of this feature change far easier to swallow voluntarily. As it is not as efficient as launching to a POCO with a greater capacity, and will require daily runs (as regards Tier 4 Adv. Commodities) to the target launch system thereby also increasing player interaction.

This would be a solid argument to present to CCP over what you have proposed imo.



*P.S. It is also feasible to make this a Temperate and Barren Command Center feature only to avert using it on lower m3 commdities to circumvent the improved efficiency of the POCO. Also an increased ISK sink need be applied to such a change so that a PI Colony Operator is not overly incentivized to abstain from POCO use.



I would really like to know if CCP thinks there is any merit to this idea?

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Kassasis Dakkstromri
State War Academy
Caldari State
#1124 - 2011-10-20 18:39:14 UTC  |  Edited by: Kassasis Dakkstromri
Issler Dainze wrote:
So clearly based on feedback in this thread, part of this change "might be something good!" while other parts very well "might be something bad!".

I am waiting to get a sign from the team that owns this that they see they haven't got this change nearly right yet and to clarify when they will be inflicting this "wonder" on the 'verse?

So "Team Planetary Infarction", are you listening? Will you be open to changing how this will work? When should we expect this?

If they have already answered this sorry to ask something "asked and answered" but I couldn't see that we've had any feedback about our feedback.

Issler



I think a more critical question is whether or not there are any members in Team Pi left to actually alter the code in a timely manner? Or if because of the sudden layoffs, that they will deploy the feature as is, and revise later as needed? (given this is part of the preparation process for DUST 514)

I think the most we can hope for is to push for a implementation of feature link with CC Upgrades skill so each level of the skill increases the m3 CC launch capacity on Temperate and Barren CC installations so that at LVL 5 you have the 2500m3 that is needed to get Tier 4 Adv. Commodities off planet (though highly inefficient)

And no they have not conclusively stated when the feature will be launched but others have pointed to the Winter Expansion in previous posts.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Nikollai Tesla
Federal Defense Union
Gallente Federation
#1125 - 2011-10-20 18:50:05 UTC
1) Its been mentioned that the Tax rate based of some imaginary number will not make stations profitable, in a decent time. To make it more profitable and simple to understand, tax rate should be % of goods taken. If you export 1000 units of rocket fuel, and tax is 15% owner gets 150 units of rocket fuel. If customs is full, then none is taxed.

2) It seems clear that these stations are not ment to be guarded from space. They have no CPU/power grid, because they are meant to be guarded by planetary defenses, which can't be blown up by ships. Sure you could still take out a station with overwhelming forces, but small groups will get harassed by ground stations. This is why you need to hire DUST mercs.

3) Why blow it up if you can steal it? Drop of dust mercs at the station in a boarding action and gain control of it and the taxes.

If you were to explain the complex interactions between PI, custom stations and DUST at one time. The community would have more confidence then partial changes, where we don't get to see the whole picture
rootimus maximus
Perkone
Caldari State
#1126 - 2011-10-20 19:02:05 UTC  |  Edited by: rootimus maximus
I'm all for increasing the amount of m3 you can launch with a rocket (via the command center skill), but it shouldn't come close to being able to compete with the capacity of a customs office.
Kassasis Dakkstromri
State War Academy
Caldari State
#1127 - 2011-10-20 19:02:37 UTC
Nikollai Tesla wrote:
1) Its been mentioned that the Tax rate based of some imaginary number...


CCP Omen has mentioned it is based on a benchmark price set internally by CCP.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Kassasis Dakkstromri
State War Academy
Caldari State
#1128 - 2011-10-20 19:18:37 UTC  |  Edited by: Kassasis Dakkstromri
rootimus maximus wrote:
I'm all for increasing the amount of m3 you can launch with a rocket, but it shouldn't come close to being able to compete with the capacity of a customs office.



Let me explain how this is not a complete way to circumvent the convinience of a POCO.

In Tier 4 production the processor cycles 1x per hour, generating (using Organic Mortar Applicators [OMA] as example) 100m3 - this would most likely be deposited into a Spaceport of 10,000m3.

After 72 hours, you will have 7200m3 worth of OMA's in storage and only one more 24 cycle before the Spaceport will be close to full.

The fact that even at this point you can only remove 2500m3 of OMA via Rocket Payload will require a minimum 'daily' maintenance run to unload the OMA's. And if the gate is camped and you get popped or simply can't risk the ship loss to try and get through you're risking your Tier 4 production 'wasting' due to storage limits.

Further, please notice there is no mention of 'Import' via the Command Center - that should remain exclusively under the POCO as it is currently, to supply the colony with P2 or P3 commodities for processing. <<< Attention

Such a change is only intended to address the volume size of Tier 4 Advanced Commodities, rather than circumvent POCO use.

For P4 Colony Operators, the POCO will always be preferable, but having a rocket payload capacity allows players to adapt to player interaction situations without depriving the market of consistent P4 production. It puts a focus on scanning down Rocket Launches and Indy Pilots trying to get them, and removes a Low Sec Kill Mail farming ability by removing a one way in one way out situation with P4 Commodities.

So while there would be an initial adoption of exclusive rocket payload use, it would diminish as PI operators engage in player interaction and become comfortable with using particular POCO's or setting them up themselves; all the while without giving others a Kill Mail farm due to the "one way in one way out" aspect of the POCO feature as it is currently iterated in as regards P4 commodities.

Lastly, if in the event that a particular Temperate or Barren planet with P4 production is not seeded by anyone with a POCO, it will allow the PI operator (if they haven't done so already before release) the ability to slowly remove their P4 commodity, rather than it becoming a total loss. Further, if a POCO is established but during the course of play it is contested and destroyed and nothing is put in its place, again the PI Operator is able to slowly recover the P4 commodities unless and until another POCO is anchored.

If analyzed, it has merit and should be discussed.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Holy One
Privat Party
#1129 - 2011-10-20 19:28:58 UTC
2300m3 is not enough. At that rate I would have to export every day to maintain supply to my factory planets. I'm not gonna spend an hour plus a day doing PI. Fork that. 3-5000m3 would be better. Since I currently export 12500, so having a CO/paying tax would be worth it for me. Assuming they were 80% cheaper and not 'exclusive' in low sec ie anyone can use them and pay the tx or not. No outpost/sov DOS bs.

:)

Hakaru Ishiwara
Republic Military School
Minmatar Republic
#1130 - 2011-10-20 19:41:00 UTC  |  Edited by: Hakaru Ishiwara
Nikollai Tesla wrote:
...

If you were to explain the complex interactions between PI, custom stations and DUST at one time. The community would have more confidence then partial changes, where we don't get to see the whole picture.
Assuming that CCP has the entire process, game design and implementation plan already documented and signed off by the project team and executive sponsor(s).

I agree with your point, though.

Having a robust and professionally written back-story regarding this change will help with immersion. At this point, we get "hey guys, here is the change that we are going to implement" (not a bad thing) rather than here is the back story resulting in this changed game play.

@ CCP: In this time of austerity (at least for those laid off) at CCP what should we, as service subscribers, expect to see regarding the level of science fiction content tied to game functionality changes?

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Ingvar Angst
Nasty Pope Holding Corp
#1131 - 2011-10-20 19:43:35 UTC  |  Edited by: Ingvar Angst
Sucks that you could have someone in a corporation go rogue and cut off PI to any people using these structures. PI is something that has always been something you do on your own time and of your own will. It seems really wrong that someone else is being given control over your efficient use of PI with these things.

Could also be a problem if the controlling corp goes belly up and dies.

Six months in the hole... it changes a man.

Meldan Anstian
The Night Crew
#1132 - 2011-10-20 19:56:42 UTC
Kassasis Dakkstromri proposed that command center upgrade skill also upgrade the launch capabilities of the command center. Makes a lot of sense to me.

I like my idea of non-destructible CO's better than the plan proposed by CCP. However, if they go with destructible CO's, on low resource planets, where it doesn't make sense to put up a CO, being able to launch a respectable amount of resources makes alot of sense.


Nikollai Tesla proposed the idea that a percentage of the actual goods be confiscated rather than a tax based on some arbitrary number. This would make the tax rate vary with market prices. If the price of robotics doubles, the ISK (or equivalent) you get from taxes also doubles. If you charge tax based on a arbitrary number, the ISK you receive from taxes is constant.

I think this idea also has merit.

With any of the proposals up to now, once the PCO is setup or is owned, you totally forget about it, unless you need to defend it or rep it. There is nothing to do other than defend or repair it, no other tasks to perform, entirely passive income, which some on this thread complained about.

If I got taxes in the form of hard goods, and not ISK in a wallet, I would need to go to the PCO, pick up the goods, and either use them for my own production of PI goods, or sell them in a market. That gives other players the chance to kill me too and loot whatever my ship drops.

If I didn't pick up my stuff that I got from taxes, and the hanger was full of taxed goods, I would cease collecting taxes.

If the goods in the tax hanger dropped when the PCO was either destroyed or changed ownership, it gives an incentive to both attack the PCO to get the goods, and to defend the PCO to keep the goods. I do think the goods that PI producers on the planet put into the PCO should not change ownership in the event of a PCO changing hands. If they did change hands, people would just keep it in the launchpad until they were ready to pick it up. Another point for changing ownership of the PCO's and not actually destroying them in my opinion.

This does cause some issues with corporate roles, already an issue with people. POS's are bad enough, but add tens of PCO's as well to the administrative burden of a few in corp, and having to be able to fly a hauler and go get the goods from PCO's.

It also causes huge problems of logistics. How do you collect the taxed goods from 20 PCO's if each tax hanger in each PCO is full of (pick a number) 200,000 m3 of PI materials? Would this mean freighters accessing PCO's in low and null sec? Not me, that would be a total disincentive for me to own a PCO at all. A couple trips every day in a deep space transport to haul this crap someplace? Nope, not me and I would think very few.
Kassasis Dakkstromri
State War Academy
Caldari State
#1133 - 2011-10-20 20:08:39 UTC
I took a moment to re-read CCP Omen's Dev blog, in addition to posts from CCP in this thread, to help refocus the points I've been trying to make:

- The fundemental idea of this feature change is positive

- Current proposed feature deployment in Null Sec and WH Space require no changes in principle.

- Hi Sec NPC Custom's Offices proposed tariff level upon feature deployment is ill concieved. If no cross feature aspects are to be implemented (i.e. skills affecting tariffs in H Sec (only), etc.), then tarif implementation should be graduated and phased in reasonable intervals rather than all at once.

- Low Sec implementation should be considered for redesign into a hybridized system of both H Sec and Null Sec elements, where ownership changes occur, but universal access and/or deployment is maintained. Potentially making them similar to Outposts in Null Sec, where they are attackable but not destructible and simply change ownership instead; thereby allowing Low Sec to retain their Custom's Offices regionally, while still implementing the fundamental purpose of the feature. This may particularly be needed for Temperate and/or Barren planets, allowing room for destructible POCO's to still be deployed at other planets in Low sec.

- Corporate roles should be re-iterated to include a new Custom's Officer to delinate between POS and POCO structures.

- POCO foot prints should be reduced to compenstate for greater player interaction. To elaborate: The footprint radius needs to allow for transports to get in and get out in a way that allows reasonable utilization of their cloaking abilities.

- Temperate and Barren Command Centers should be re-designed to also increase m3 volume of rocket launches commensurate with the Command Center Upgrades skill bonus (i.e. 500m3 per level after Level 2, in addition to the default 500m3) allowing for reasonable export, but not import, of materials - particularly Tier 4 Advanced Commodities. A POCO or potential Hybridized Customs Office would still be required for import to produce Tier 4 Advanced Commodities.

- Searchability functions should be included commensurate with the Remote Sensing ability to obtain generic information via the ingame Star Map as to the presence and/or absence of a POCO in system and potential which planets they are anchored with.

At present, current arguments have distilled into an opposition of current feature changes in Low Sec. And as such it is advisable that CCP Team Pi deliberate over the merits of these arguments; particularly those that are not 'consequential choice' based.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

War Kitten
Panda McLegion
#1134 - 2011-10-20 20:12:35 UTC
Kassasis Dakkstromri wrote:
[...
Low Sec has always been a hybrid of HSec and Null Sec, and it should remain so for the most part. A transitional region meant to introduce players to ever increasing player interaction. However as proposed, the addition of POCO's in Low Sec seems to be Null Sec creep into this transitional region; and something deserving of challenge and a good debate.


Agree, but...

Quote:
Because just like we would never see Outposts in Low Sec, why should it suddenly make sense to have a fully destructible structure that is tied to the commodities market (a market I would describe as critical) be placed in player hands?


Like say, a POS mining moon goo? They're all over lowsec. Their commodities are critical to T2 production.

Quote:
Because if the argument is that this is fine, then it also will hold true to Outposts, Sov, etc. - that there is no limit to such an argument, and suddenly you are only left with Null Sec and Hi Sec... which would be "Not working as intended" imo.

Instead the POCO system should be hybridized in Low Sec.


Actually, I think that's the line to draw - sovereignty. In lowsec you can build industrial structures, own corp assets, plunder the resources, but you can't hold sov and build a station.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Kassasis Dakkstromri
State War Academy
Caldari State
#1135 - 2011-10-20 20:26:26 UTC  |  Edited by: Kassasis Dakkstromri
War Kitten wrote:
Kassasis Dakkstromri wrote:


Quote:
Because just like we would never see Outposts in Low Sec, why should it suddenly make sense to have a fully destructible structure that is tied to the commodities market (a market I would describe as critical) be placed in player hands?


Like say, a POS mining moon goo? They're all over lowsec. Their commodities are critical to T2 production.

[quote]Because if the argument is that this is fine, then it also will hold true to Outposts, Sov, etc. - that there is no limit to such an argument, and suddenly you are only left with Null Sec and Hi Sec... which would be "Not working as intended" imo.

Instead the POCO system should be hybridized in Low Sec.


Actually, I think that's the line to draw - sovereignty. In lowsec you can build industrial structures, own corp assets, plunder the resources, but you can't hold sov and build a station.


Tbh I was thinking exactly about POS's and I have no solid counter argument. However in the context of development history between POS's and Planetary Interface, the similarity is between the Moon miner and the colony. After this the similarities fade away: POS's have shields and many other uses and purposes, of which they were originally designed as a Sov feature.

POCO's on the other hand are not multifunctional, have no expanded shielding that players can warp in under, etc.

So yes 'moon goo' is important, but now that commodities are in the hands of players, I would argue they have a degree of importance over moon resources - if for no other reason than that POS's will not run with out PI Commodities.



As regards where to draw the line... If stations are not player controlled in Low Sec to allow "Universal Access", then why should a non-determinant structure like a Custom's Office for which it's sole purpose was universal access be any different now as regards Low Sec?

I do see your argument, and it makes alot of sense, but I'm very hesitant to take that position, particularly in light of the fact that inorder to be viable DUST 514 needs PI Operators to colonize - the more you restrict the ability to colonize, the more our restrict usage either due to insufficient resource availablity due to over consentration of colony deployment; or inability to efficiently access commoditiy production due to lack of a customs office.

From my point of view, maintaining a graduated design to Low Sec, is more even handed.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Strike Severasse
#1136 - 2011-10-20 20:34:08 UTC
WOWwwww

So the oldies get another dev add-on. My son just quit Eve since no point playing a game that takes one year to be able to play.

Spending time developing features for the very few oldies and forgetting the < 1 year players means attrition will loose players!

Fix the new player barrier to Null/Low Sec first!!!

I want new and old in Null. Right now its mostly the reckless new being bashed and good players.

Fix the GATES, more entrances so LESS CHOKE POINTS, no GATE ALERTS for info on the other side of the gate issues!

Give everyone choices to make their routes, not blind luck for the newer to fail miserably.


Hey why not do something big even like SMALL HOLDINGS? Its a win win for all if their taxed or something.

.

Vyktor Abyss
Abyss Research
#1137 - 2011-10-20 20:35:41 UTC  |  Edited by: Vyktor Abyss
If you're still reading this CCP, only thing I have to add is I like this planned change (for the most part):

• More niche industry (like building structures) is cool.
• More player control via tax rate is cool (though I doubt it will work well as folks will just scorch CO and replace with their own).
• More places where fights will/should occur is good.
• More BPCs / discounts or exclusive items for FW LP Stores is a good thing, though I'd definitely like CO to have some racial differences (just aesthetic if no time to code this immediately).
• More connection to 'their' local space for corporations is a good thing

• I got major concerns on POS fuel costs which this makes worse considering a POS itself is much less than 1 months fuel. Fuel costs need modifying or achieve this with a POS overhaul in general to streamline POS functionality; right now POS are a single structure swiss-army knife of functions, which you really should split into different structures.
• I got serious concerns about the HP and shooting static structures in general = boring and such high hp promotes blobbing.
• I got no issue with removal of CO from anywhere all at once - I actually think it could occur in high sec too since you're more likely to make isk from taxes there and wardec mechanics should still make it possible for them to be "fun" targets.
• I got no issue with rocket launches - they should reward and protect single planet production of P1 and P2.
• I have minor concerns regarding P3 and above production and would like you to consider the possibility of allowing multiple command centres on the same planet - putting all our eggs into one basket might be more fun when DUST arrives too.

Cheers! Cool
Bifordus Maximus
MissoCorp
#1138 - 2011-10-20 20:45:07 UTC
Would'nt it be better to to have the choice of "taking over" OR "blowing it up" the customs office? Like after the reinforcement timer is up you can send in "Militia" or "troops" for some random dice throwing? But I guess that woul have to have some more thought in it as well... Having the only option to blow something up gets a bit boring to me after a while.
Scrapyard Bob
EVE University
Ivy League
#1139 - 2011-10-20 20:48:47 UTC
Holy One wrote:
2300m3 is not enough. At that rate I would have to export every day to maintain supply to my factory planets. I'm not gonna spend an hour plus a day doing PI. Fork that. 3-5000m3 would be better. Since I currently export 12500, so having a CO/paying tax would be worth it for me. Assuming they were 80% cheaper and not 'exclusive' in low sec ie anyone can use them and pay the tx or not. No outpost/sov DOS bs.


If you get much above 2500 m3, then there is nearly no point in paying the POCO owner, not unless the launches are taxed as a higher rate then even what a 100% POCO tariff would charge you. (Given traditional tax rates for launches, the launch tarif should be about 150% of the maximum POCO tariff.)
Andy Landen
Deep Core Mining Inc.
Caldari State
#1140 - 2011-10-20 20:49:09 UTC  |  Edited by: Andy Landen
We all know the prices will go up, the taxes will go up, the ability to get product out will go down, cost of control will go up, and the risk of ships will go up.
Prices up = good for PI guys, bad for pos guys and indy guys. Demand falls of course. Pos's are retired being unprofitable.
Taxes up = good for Control guys, bad for PI guys. There goes PI profit.
Product logistics = risky to non-existant, bad for PI guys. Barring any other problem, if product is stuck, it is worthless.
Cost of control/ships = high. Bad for PI. Even if the fight for PI is worth it (high prices), the taxes are low, and the logistics is free, the cost of losing ships and buying the PI control center easily and quickly removes all profitability.
Let alone the effect on demand for retired POS's with higher fuel prices and for other indy activities.

If CCP can limit the maximum tax rate, prevent PI logistics disruption, and increase the amount of product the colonies can process and extract, this might work OK. Increases the product per colony will actually allow people to care (more ISK) enough to fight over it while helping reduce product cost so that the infrastructure which uses it doesn't collapse. If CCP wants more fighting over PI, increase the 0.0 yield and processing ability while decreasing HS product yield. Don't do anything else.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein