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CSM7 Dec Summit Topic - EVE Economy & PLEX

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Author
Mara Rinn
Cosmic Goo Convertor
#21 - 2012-12-11 05:03:57 UTC
Aryth wrote:
I am not disagreeing with corestwo at all.


Never said you did :)

Just pointed out that I didn't understand your "minimum wage" stuff, and stated that I agreed with cores two. Minimum Wagemhere in Australia is a legal requirement for wages to be above X, not an economic observation of what people earn. Perhaps that can inform my confusion about the words that you wrote.

Now I have read it a few time, I see you are proposing "wage" as a metric: a means of comparing those activities that players can engage in which will result in their wallet balance getting bigger (sources and drains for the personal wallet as opposed to faucets and sinks for the entire game's economy). Perhaps you feel that being able to compare income streams in terms of "keyboard hours per PLEX" will help balance the economy better?

So I guess the "minimum wage" indicator would have to be the price of a PLEX divided by the average hours per month pursued doing exclusively ISK-for-PLEX activities, for those accounts funded by PLEX.

How do you adjust things so that station traders have to spend as much time making their ISK as everyone else does? Do we introduce per diems?

How do you model moon goo income to work in this scenario? Does it count as personal, corporate or alliance income?

What impact would a limit of hours per month have on PLEX? What if a 30 day PLEX came with 100 hours of free logged-in time which would roll-over, and a PLEX could be redeemed for another 100 hours of cumulative hours? Would players react by trending towards the highest ISK/hr activities? Would AFK mining stop? Would bottling dry up? Is 6M ISK/hr average too high for people to sustain their subscriptions? Would the restrictions on hours cause PLEX prices to fall, are AFK miners actually the main pressure on PLEX prices?


Aryth
University of Caille
Gallente Federation
#22 - 2012-12-11 17:59:16 UTC
Mara Rinn wrote:
Aryth wrote:
I am not disagreeing with corestwo at all.


Never said you did :)

Just pointed out that I didn't understand your "minimum wage" stuff, and stated that I agreed with cores two. Minimum Wagemhere in Australia is a legal requirement for wages to be above X, not an economic observation of what people earn. Perhaps that can inform my confusion about the words that you wrote.

Now I have read it a few time, I see you are proposing "wage" as a metric: a means of comparing those activities that players can engage in which will result in their wallet balance getting bigger (sources and drains for the personal wallet as opposed to faucets and sinks for the entire game's economy). Perhaps you feel that being able to compare income streams in terms of "keyboard hours per PLEX" will help balance the economy better?

So I guess the "minimum wage" indicator would have to be the price of a PLEX divided by the average hours per month pursued doing exclusively ISK-for-PLEX activities, for those accounts funded by PLEX.

How do you adjust things so that station traders have to spend as much time making their ISK as everyone else does? Do we introduce per diems?

How do you model moon goo income to work in this scenario? Does it count as personal, corporate or alliance income?

What impact would a limit of hours per month have on PLEX? What if a 30 day PLEX came with 100 hours of free logged-in time which would roll-over, and a PLEX could be redeemed for another 100 hours of cumulative hours? Would players react by trending towards the highest ISK/hr activities? Would AFK mining stop? Would bottling dry up? Is 6M ISK/hr average too high for people to sustain their subscriptions? Would the restrictions on hours cause PLEX prices to fall, are AFK miners actually the main pressure on PLEX prices?




Yes, in a nutshell, when I refer to minimum wage in EVE, it refers to the ability to balance to a lowest common denominator. Typically L4's in Highsec, or Highsec Mining.

You don't need to adjust for station traders, you only need to adjust all the professions that stream ISK or Materials into the system. Moon goo should go away completely as it is currently designed in favor of bottom up taxable income streams.

Some sorta rollover would rock the entire game if we swapped to logged in time. Probably a very bad thing for the game overall since this would mean people are essentially encouraged to not login. The same basic reason CCP limited skill queue.

Players always chase the lowest EFFORT:ISK ratio for the most part. AFK miners are a huge issue for the game, you could argue that not having them is a bigger issue I suppose, but mostly passive wealth generation in EVE is generally a "bad thing". R&D cores were a perfect example of this. You could argue moons are the worst example of this, given they have a large upfront time investment (conquest), but after that, largely passive.

If CCP wants to balance Null vs WH vs Low vs High income streams. They are going to need a baseline to balance against. At this point I am not even sure they understand the underlying game mechanics driving it all. (See FW) (See the laughable Devblog on Macks)

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

cearaen
Plus 10 NV
#23 - 2012-12-11 21:24:33 UTC  |  Edited by: cearaen
Aryth wrote:
Cyprus Black wrote:
I think it's not possible to accurately pinpoint why PLEX prices ingame are so high because it doesn't stem from one source exclusively. Bots contribute, ISK faucets vs ISK sinks contribute, RL player budgets contribute, ingame PLEX scamming contributes, as well as a myriad of other sources contribute.

Simply addressing one or two of these sources will not have as great of an impact on the prices as one would hope. None of us, including CCP, have a full and complete picture of everything that's affecting PLEX prices.


It really is possible. Especially for CCP. It isn't difficult to write queries to see where all the wealth generation for plex buyers is coming from. There is a reason PLEX basically stopped dead in its tracks after the FW nerf after rising like whoa since. AFK mining is another biggy, and probably the bigger of the two long term, but they have shown no indication yet they realize the mack is an issue.


But all of this just needs to assume one thing. If a player can make a new account, and do X with it, and X pays for that account and another account for say, 15 hours a month, player is gonna do X. EVE has had a baseline like this for many years and it represents one of the fundamental ways to trade plex. (lawl CCP sales are the new hotness)



Inferno and the crazy isk from fw came out in may. The price of plex in jita shows that it was steady through may june july august and started to go up in september. But it hasn't gone down despite the october 22 change that ended the big money in faction war.

You would think it would since people will supposedly no longer be creating new accounts to farm fw. Who is now using the plex that people were running alt accounts on?

I tend to agree with Cyprus. The out of game economy likely has more to do with plex prices than ingame changes. As the out of game economy goes down people will find it harder to justify paying monthly fees - let alone be out of work and have lots of time to play eve. Moreover fewer people will have extra money to justify buying plex that they can trade in for virtual space ship items. Result = more demand for plex and less supply! This drives up prices.

What you are doing is trying to set a permanant value on isk. You are trying to say somethign like 50 million isk is worth 1 hour of grinding. But that is like saying 15 dollars should be worth 1 hour of real work. You can't force that on real and complex economies.

That said I do think there is something to be said for the idea that if isk is really easy to get by doing incursions or fw then there will be more people getting accounts and getting more money. They will want to fund those accounts with plex (increase demand) and they will use those accounts to more than break allowing the prices to increase. But the thing is this should balance out. I mean if people are making billions of isk per hour and they are willing to pay large amounts then more people will put up the $17 to get the plex and supply it.

CCP purposefully makes the new features pay allot of money so that the player base will try new things in eve. They did this with incursions and the new faction war. This will mean the players will have experience doing more things in eve and will stay longer. Its not a bad idea from a business perspective. The diehards of eve will always learn to milk the new system and keep their farm alts going. Those who are more casual will sell the plex to them for the convenience of not having to learn a new part of the game they are not interested in.
Mara Rinn
Cosmic Goo Convertor
#24 - 2012-12-11 21:50:23 UTC
Aryth wrote:
Players always chase the lowest EFFORT:ISK ratio for the most part. AFK miners are a huge issue for the game, you could argue that not having them is a bigger issue I suppose, but mostly passive wealth generation in EVE is generally a "bad thing". R&D cores were a perfect example of this. You could argue moons are the worst example of this, given they have a large upfront time investment (conquest), but after that, largely passive.


I disagree with R&D cores being "passive" income. The fact that value accumulated was irrelevant: you still had to schlep your hauler all over empire space to pick up those data cores. The highest income from these at peak was about 40M ISK/month, and involved picking up cores from agents over a 50 jump path: about 1.2M ISK per jump, or somewhere in the order of 500k ISK/hr for the effort involved in picking them up, assuming a monthly pickup schedule. The effort:ISK ratio could be improved by leaving the pickup for a few months at a time.

If the concern with datacores was actually about "passive" income, CCP could have easily fixed that by requiring activity to generate that income, such as running missions to get a defined-duration project running. Instead CCP chose to move a science profession to the FW LP store, so now we do research with guns instead of mining with guns. CCP Soundwave doesn't like his idea being deprecated in that way, he seems to think that what he did was perfectly valid.

"Passive" income from datacores was a furphy. It is interesting to see a nullsec economic maven claim that moon goo is passive: every time a poster identified as non-nullsec talks about moon goo being passive income, the nullbears crawl out of the woodwork proclaim how hard it is to protect that income stream, because "everyone" is trying to shut it down (everyone with their massive fleets of supercapitals which never get blown up).

I'll agree with you that something needs to be done about high value static resources: but I think the solution involves moving the resource around and complementing it with a high-effort alternative (so we have alchemy as a high economic effort, and ring mining as a high bums-on-seat effort). Perhaps moons could simply deplete like the metal deposits in Total Annihilation or the water wells in Dark Reign, and perhaps the deposits could simply move elsewhere like grav sites do now.

I wonder if Goonswarm is getting bored with owning all those moons and sees the only way out being destruction of that resource entirely, rather than allowing the resource to be owned by whoever has the patience to maintain it? "We're bored of it, therefore it is a bad game mechanic, therefore it must be removed from the game"?
Mara Rinn
Cosmic Goo Convertor
#25 - 2012-12-11 22:05:14 UTC
Aryth wrote:
Yes, in a nutshell, when I refer to minimum wage in EVE, it refers to the ability to balance to a lowest common denominator. Typically L4's in Highsec, or Highsec Mining.

You don't need to adjust for station traders, you only need to adjust all the professions that stream ISK or Materials into the system.


I would argue that a "current minimum wage" metric would have to include all flows of ISK into and out of player wallets, not the economy as a whole. If a person makes enough ISK each month through station trading to fund their PLEX habit and still have PvP ships to fly, shouldn't that contribute to the "minimum wage" metric in some way?

Aryth wrote:
Some sorta rollover would rock the entire game if we swapped to logged in time. Probably a very bad thing for the game overall since this would mean people are essentially encouraged to not login. The same basic reason CCP limited skill queue.


I humbly suggest that a PLEX with a quota of hours equal to the average+1σ would only impact AFK miners and AFK cloakers.

Aryth wrote:
Players always chase the lowest EFFORT:ISK ratio for the most part. AFK miners are a huge issue for the game, you could argue that not having them is a bigger issue I suppose, but mostly passive wealth generation in EVE is generally a "bad thing".


AFK mining is not just injecting high volumes of ore into the game, it is also devaluing the profession of mining. It would be interesting to see some numbers of how much of the extra ore being recovered these days is coming from Mackinaws specifically.

Aryth wrote:
If CCP wants to balance Null vs WH vs Low vs High income streams. They are going to need a baseline to balance against. At this point I am not even sure they understand the underlying game mechanics driving it all. (See FW) (See the laughable Devblog on Macks)


The devblog on Macks indicates that CCP was focussed on streams of ore flowing into the game, not income streams of individual pilots. Someone is studying the economy through a microscope, and thinks that this elephant is entirely composed of rough grey patches of skin.

By the same token, you and corestwo are studying the economy from the perspective of a nullsec resident who wants to improve life for nullsec (or even just yourselves), without regard to the rest of the economy. The preoccupation you have with L4 missions being the "obvious" baseline for income belies your motivations.

Adjustments to the economy should be focussed on ways of moving ISK between pilots, not just injecting more ISK into the game or sinking more ISK out of it. I agree with the two of you that a measure of "ISK income per hour invested" would be nice to have. The hard part will be defining what goes into that measure. I feel that the measure should include all sources of personal ISK income, regardless of whether those means are game-economy faucets.

One way of improving the ISK-shuffling ability of nullsec residents is to make mining more viable in nullsec, make manufacturing more viable in nullsec, and gradually impose dampers on NPC-assisted activities of all forms. Nullsec should stand on its own feet, rather than getting higher than hisec or lowsec by simply cutting the legs out from under everyone else.
Aryth
University of Caille
Gallente Federation
#26 - 2012-12-14 17:34:58 UTC
Mara Rinn wrote:
Aryth wrote:
Yes, in a nutshell, when I refer to minimum wage in EVE, it refers to the ability to balance to a lowest common denominator. Typically L4's in Highsec, or Highsec Mining.

You don't need to adjust for station traders, you only need to adjust all the professions that stream ISK or Materials into the system.


I would argue that a "current minimum wage" metric would have to include all flows of ISK into and out of player wallets, not the economy as a whole. If a person makes enough ISK each month through station trading to fund their PLEX habit and still have PvP ships to fly, shouldn't that contribute to the "minimum wage" metric in some way?

Aryth wrote:
Some sorta rollover would rock the entire game if we swapped to logged in time. Probably a very bad thing for the game overall since this would mean people are essentially encouraged to not login. The same basic reason CCP limited skill queue.


I humbly suggest that a PLEX with a quota of hours equal to the average+1σ would only impact AFK miners and AFK cloakers.

Aryth wrote:
Players always chase the lowest EFFORT:ISK ratio for the most part. AFK miners are a huge issue for the game, you could argue that not having them is a bigger issue I suppose, but mostly passive wealth generation in EVE is generally a "bad thing".


AFK mining is not just injecting high volumes of ore into the game, it is also devaluing the profession of mining. It would be interesting to see some numbers of how much of the extra ore being recovered these days is coming from Mackinaws specifically.

Aryth wrote:
If CCP wants to balance Null vs WH vs Low vs High income streams. They are going to need a baseline to balance against. At this point I am not even sure they understand the underlying game mechanics driving it all. (See FW) (See the laughable Devblog on Macks)


The devblog on Macks indicates that CCP was focussed on streams of ore flowing into the game, not income streams of individual pilots. Someone is studying the economy through a microscope, and thinks that this elephant is entirely composed of rough grey patches of skin.

By the same token, you and corestwo are studying the economy from the perspective of a nullsec resident who wants to improve life for nullsec (or even just yourselves), without regard to the rest of the economy. The preoccupation you have with L4 missions being the "obvious" baseline for income belies your motivations.

Adjustments to the economy should be focussed on ways of moving ISK between pilots, not just injecting more ISK into the game or sinking more ISK out of it. I agree with the two of you that a measure of "ISK income per hour invested" would be nice to have. The hard part will be defining what goes into that measure. I feel that the measure should include all sources of personal ISK income, regardless of whether those means are game-economy faucets.

One way of improving the ISK-shuffling ability of nullsec residents is to make mining more viable in nullsec, make manufacturing more viable in nullsec, and gradually impose dampers on NPC-assisted activities of all forms. Nullsec should stand on its own feet, rather than getting higher than hisec or lowsec by simply cutting the legs out from under everyone else.


So instead of understanding the mechanisms at work here, and realizing that highsec forms the baseline of the entire economy because it is the lowest RISK/EFFORT space in EVE, we are belying motivations?. We must be :tinfoil: and have sinister motivations because we are "nullseccers"?

Fun fact, neither Mynnna nor myself has made our fortunes off nullsec. In fact, probably 95%+ of my wealth has come exclusively from The Forge.

I am all for massive increases in slot fees in highsec, as well as massive new sales taxes. This would be a direct nerf to high and buff to null. However, I am not someone who thinks highsec needs a nerf in order for null to be buffed. I have never thought highsec needs nerfing, you buff null or level the playing field through taxation and balance. Trying to handwave and cry bias when in fact highsec IS the baseline of the entire economy is very :tinfoil:. If you have a better rational for what the baseline profession would be, I am all ears.

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

Aryth
University of Caille
Gallente Federation
#27 - 2012-12-14 17:42:51 UTC
Mara Rinn wrote:
Aryth wrote:
Players always chase the lowest EFFORT:ISK ratio for the most part. AFK miners are a huge issue for the game, you could argue that not having them is a bigger issue I suppose, but mostly passive wealth generation in EVE is generally a "bad thing". R&D cores were a perfect example of this. You could argue moons are the worst example of this, given they have a large upfront time investment (conquest), but after that, largely passive.


I disagree with R&D cores being "passive" income. The fact that value accumulated was irrelevant: you still had to schlep your hauler all over empire space to pick up those data cores. The highest income from these at peak was about 40M ISK/month, and involved picking up cores from agents over a 50 jump path: about 1.2M ISK per jump, or somewhere in the order of 500k ISK/hr for the effort involved in picking them up, assuming a monthly pickup schedule. The effort:ISK ratio could be improved by leaving the pickup for a few months at a time.

If the concern with datacores was actually about "passive" income, CCP could have easily fixed that by requiring activity to generate that income, such as running missions to get a defined-duration project running. Instead CCP chose to move a science profession to the FW LP store, so now we do research with guns instead of mining with guns. CCP Soundwave doesn't like his idea being deprecated in that way, he seems to think that what he did was perfectly valid.

"Passive" income from datacores was a furphy. It is interesting to see a nullsec economic maven claim that moon goo is passive: every time a poster identified as non-nullsec talks about moon goo being passive income, the nullbears crawl out of the woodwork proclaim how hard it is to protect that income stream, because "everyone" is trying to shut it down (everyone with their massive fleets of supercapitals which never get blown up).

I'll agree with you that something needs to be done about high value static resources: but I think the solution involves moving the resource around and complementing it with a high-effort alternative (so we have alchemy as a high economic effort, and ring mining as a high bums-on-seat effort). Perhaps moons could simply deplete like the metal deposits in Total Annihilation or the water wells in Dark Reign, and perhaps the deposits could simply move elsewhere like grav sites do now.

I wonder if Goonswarm is getting bored with owning all those moons and sees the only way out being destruction of that resource entirely, rather than allowing the resource to be owned by whoever has the patience to maintain it? "We're bored of it, therefore it is a bad game mechanic, therefore it must be removed from the game"?


Oh boy, gonna have to double post to reply to this one.

Datacores can be picked up once a year and sent to Jita in couriers. For the purposes of training our newbies/wiki I had timed this all once. The 6 waypoint route autopilot in a shuttle took 90 minutes (mostly afk and pre autopilot to station) so I sat in space at waypoint a lot until I tabbed over. The couriers took me 3 minutes.

So lets call that 2 hours of work a year, to farm billions. It was, (and is) the most passive wealth generation in EVE to this day. PI can get somewhat close, but not that good due to how often you touch it. So if you don't consider that passive, then nothing in EVE would ever fit your definition of passive. Botting takes more time investment than that.

As far as moongoo, you seem to keep trying to make this some sorta null vs highsec argument. When in reality I am far more of a "highseccer" than probably anyone posting in these threads. My Jita alt is the only char logged in 99% of the time. I primarily only exist in highsec as that is where the ISK is. Moon depletion is ******** and has been brought up time and time again and only makes EVE and even more soul sucking grind than null already is. Yay, lets scan moons monthly cause that is totally fun guys.

Ignore the fact it took years to get full scans of about all regions, even with generous bounties.

But totally guys! Goons want tech nerfed cause we are SOOO tired of being rich. Such a burden it is.

Just wow.

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

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