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You CANT Nerf HighSec!

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Frostys Virpio
State War Academy
Caldari State
#1641 - 2012-12-30 03:16:37 UTC
Frying Doom wrote:
Tesal wrote:
Frying Doom wrote:

Exactly, while NPC facilities everywhere need to be nerfed, player owned facilities are the way to go, and yes the more dangerous the space the better those facilities should be. With Lo-sec as a base and Hi-sec having the reputation drawback.

That would be a radical change. I don't think it would make the game more fun to play.

So your suggestion to improve industry in the more dangerous parts of EvE to make those areas more lucrative and profitable while not gutting Hi-sec would be?


You can't. The cost and risk of high sec industry are oth so low nothing better can really be made in null. Even if you provided an infinity of production lines with no cost to setup and run it would not be enough. Thats why you basicly have to whack high sec on the head at least a little to make null industry slighly competitive because of the added risk cost.
Alavaria Fera
GoonWaffe
#1642 - 2012-12-30 03:21:10 UTC
Frostys Virpio wrote:
Frying Doom wrote:
Tesal wrote:
Frying Doom wrote:

Exactly, while NPC facilities everywhere need to be nerfed, player owned facilities are the way to go, and yes the more dangerous the space the better those facilities should be. With Lo-sec as a base and Hi-sec having the reputation drawback.

That would be a radical change. I don't think it would make the game more fun to play.

So your suggestion to improve industry in the more dangerous parts of EvE to make those areas more lucrative and profitable while not gutting Hi-sec would be?


You can't. The cost and risk of high sec industry are oth so low nothing better can really be made in null. Even if you provided an infinity of production lines with no cost to setup and run it would not be enough. Thats why you basicly have to whack high sec on the head at least a little to make null industry slighly competitive because of the added risk cost.

You fell for his trap post.

You CANT Nerf HighSec!

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

Frostys Virpio
State War Academy
Caldari State
#1643 - 2012-12-30 03:23:36 UTC
Alavaria Fera wrote:
Frostys Virpio wrote:
Frying Doom wrote:
Tesal wrote:
Frying Doom wrote:

Exactly, while NPC facilities everywhere need to be nerfed, player owned facilities are the way to go, and yes the more dangerous the space the better those facilities should be. With Lo-sec as a base and Hi-sec having the reputation drawback.

That would be a radical change. I don't think it would make the game more fun to play.

So your suggestion to improve industry in the more dangerous parts of EvE to make those areas more lucrative and profitable while not gutting Hi-sec would be?


You can't. The cost and risk of high sec industry are oth so low nothing better can really be made in null. Even if you provided an infinity of production lines with no cost to setup and run it would not be enough. Thats why you basicly have to whack high sec on the head at least a little to make null industry slighly competitive because of the added risk cost.

You fell for his trap post.

You CANT Nerf HighSec!


"Obama voice"

Yes we can!!!
Alekseyev Karrde
Noir.
Shadow Cartel
#1644 - 2012-12-30 03:27:01 UTC  |  Edited by: Alekseyev Karrde
Yonis Kador wrote:


That in the grand scheme of things, EvE is a capitalistic dystopia with chances for riches relative to risk and players aren't meant to live their entire lives in high-sec npc corps. They are meant to interact. So no sec space was ever meant to have "everything it needs."

But I'm still having difficulty agreeing that abilities I currently possess should be removed entirely from my game. That's not selfish - doing so would be dumb. So I'm just not gonna be a fan of moving t-2 production or perfect manufacturing/refining to low/null. Imo, if CCP allowed better refining and manufacturing even at high-sec POS's as opposed to heavily-taxed npc alternatives, this would still benefit pgc by incentivizing corp-ownership/membership. It also wouldn't remove any current abilities. Raising npc refine rates and corp taxes could be a good idea, if it would force more people into the sand. But that's only going to happen still if the cost of POS fuel is less isk/month than paying the tax. And that would be a lot of tax.

I'm not even sure if it's a legitimate concern or just null propoganda, but just in case it's being considered: don't "nerf" high sec too hard. People on one account paying with cash live there. So do noobs. Thousands of casual players. No, the game shouldn't cater to them but their games shouldn't be made impossible either. I suspect many folks in high sec pay their subs with cash. I'm guessing that matters.

Besides, there are countless mini-games individually contributing to pgc being played here all connected to each other through the sandbox. Every corp with people in it contributes to pgc. Wars are fought, resources are disputed, people are ganked....constantly in high sec. High sec generates a ton of pgc. In fact, post-Retribution pvp stats have to be up. I see people shooting each other constantly. So, to me, the size and location of the corp does not invalidate those players' contribution to pgc. I do agree that reward should scale with risk and I'm all for increasing player circulation if possible.

But I'm beginning to wonder if the community perception is that there is no more frontier. That null is wholly owned and if that itself is a factor in the perceived stagnation. Can nothing be added to null to awe and inspire the masses but industry slots and added wealth?

Must balancing risk/reward equate to loss of high-sec ability?

Adding the awe and wonder of the frontier is definitly important. CCP hit the right note with wormholes, but all those sites have been mapped out and most of that space is now experiencing the same entrentched/recycled coalition development sadly observed in nullsec. Getting that feeling back is definitly a priority i think.

But there's also the nuts and bolts of every day buisiness of the game, and that's important too. In some ways it's more important if for no other reason than players need to deal with it every day and things like balance issues drive mentality and player activity on a systematic level. No one seriously involved in the discussion is considering entirely removing any content or activities from empire space. The issue discussed most attentively is the cost of those activities relative to the convinience and security provided by empire space.

Specifically, there's very little. When you consider some individual systems in empire have more industrial capacity than heavily developed (at the cost of massive amounts of player effort to create and maintain) null sec REGIONS, it becomes aparent there's a problem. Office prices in NPC stations scale depending on how heavily that station is utilized. Try renting an office in jita, it'd give you a heart attack. But despite the MASSIVE economic actvitity going through Jita it still has the same bargain basement market tax rates, production costs, refining rates, etc as everywhere else. It's to the point where a 0.0 alliances would rather mine high end ore far deep in nullsec, jump it all the way to empire, produce ships and modules there, then jump the completed product all the way back rather than try to manufacture in-region. For nullsec production they HAVE to do out there (supers), they go to empire and purchase magic modules which refine into more volume of minerals than the item itself and haul them out.

Oh yes, and the whole CONCORD protection thing.

And an ISK/hour potential that nearly ties 0.0 even if those players arnt interrupted by hostile groups.

The fact is highsec provides all of this safety, convinience, low cost of living, and a high income puts CCP in a corner with regards to what they can do to make much riskier areas of the game competative. How can you offer refining incentives to players who develop their space when perfect refining is already in highsec? How can you expect players to mine Veld etc in 0.0 where the maximum profit would be the same but they are exposed to exponentially more risk and cost of realizing the value of what they mine? It's also worth noting that several game changes in a row have made highsec more valuable and more safe while nullsec either remained the same or became slightly less valuable, exacerbating a prexisting condition to the point that it really cant be ignored anymore.

That 0.0 is populated at all in the past year or two is a testiment to one particular unbalanced resource in the north west (tech, which needs to be addressed further) and sheer player stubborness (or enthusiasm/hope depending how you look at it) everywhere else.

So yes, empire players might get imperfect refine rates in stations. They might see labs, market taxes, and assembly lines move to a variable cost like highsec offices already have. The tax for NPC corps might go up a few % points. But you'll still be able to do every single thing you can do now in highsec. And in exchange CCP will have the freedom to address long standing problems with the game.

Alek the Kidnapper, Hero of the CSM

Tesal
#1645 - 2012-12-30 03:28:17 UTC
Frying Doom wrote:
Tesal wrote:
Frying Doom wrote:

Exactly, while NPC facilities everywhere need to be nerfed, player owned facilities are the way to go, and yes the more dangerous the space the better those facilities should be. With Lo-sec as a base and Hi-sec having the reputation drawback.

That would be a radical change. I don't think it would make the game more fun to play.

So your suggestion to improve industry in the more dangerous parts of EvE to make those areas more lucrative and profitable while not gutting Hi-sec would be?


How much more lucrative? Double. Half. Quarter. What is it exactly that you want?

I don't think there is an easy answer. If there was an easy answer CCP would have already done it.
EI Digin
irc.zulusquad.org
#1646 - 2012-12-30 03:30:22 UTC
On the topic of jump freighters and easy movement, CCP could play with adjusting the relative invulnerability of jump and dock capable ships whose pilots know what they are doing. Instead of additional grind (more cynos) or additional isk cost (more fuel to move), we could try introducing some more risk. Jump beacons, and idiots in the past who did not follow the rulebook have provided a ton of content for fleets of all sizes. This of course has to come with other industry fixes or else the nullsec economy will break into pieces because of the current heavy emphasis on imports/exports.
Frying Doom
#1647 - 2012-12-30 03:36:12 UTC
Frostys Virpio wrote:
Frying Doom wrote:
Tesal wrote:
Frying Doom wrote:

Exactly, while NPC facilities everywhere need to be nerfed, player owned facilities are the way to go, and yes the more dangerous the space the better those facilities should be. With Lo-sec as a base and Hi-sec having the reputation drawback.

That would be a radical change. I don't think it would make the game more fun to play.

So your suggestion to improve industry in the more dangerous parts of EvE to make those areas more lucrative and profitable while not gutting Hi-sec would be?


You can't. The cost and risk of high sec industry are oth so low nothing better can really be made in null. Even if you provided an infinity of production lines with no cost to setup and run it would not be enough. Thats why you basicly have to whack high sec on the head at least a little to make null industry slighly competitive because of the added risk cost.

While I think there should be bonuses for research and production in space below -0.0 I personally feel that the need is more to get people away from NPC facilities everywhere than there is a need to destroy Hi-sec just to make Null feel better about its self.

It is after all Hi-secs largest trading partner and if you remove that market you will be damaging Hi-sec considerably without completely trashing its abilities as well.

This discussion needs to be based on EvE as a whole not just the selfishness of one group or another

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Frostys Virpio
State War Academy
Caldari State
#1648 - 2012-12-30 03:44:04 UTC
Frying Doom wrote:
Frostys Virpio wrote:
Frying Doom wrote:
Tesal wrote:
Frying Doom wrote:

Exactly, while NPC facilities everywhere need to be nerfed, player owned facilities are the way to go, and yes the more dangerous the space the better those facilities should be. With Lo-sec as a base and Hi-sec having the reputation drawback.

That would be a radical change. I don't think it would make the game more fun to play.

So your suggestion to improve industry in the more dangerous parts of EvE to make those areas more lucrative and profitable while not gutting Hi-sec would be?


You can't. The cost and risk of high sec industry are oth so low nothing better can really be made in null. Even if you provided an infinity of production lines with no cost to setup and run it would not be enough. Thats why you basicly have to whack high sec on the head at least a little to make null industry slighly competitive because of the added risk cost.

While I think there should be bonuses for research and production in space below -0.0 I personally feel that the need is more to get people away from NPC facilities everywhere than there is a need to destroy Hi-sec just to make Null feel better about its self.

It is after all Hi-secs largest trading partner and if you remove that market you will be damaging Hi-sec considerably without completely trashing its abilities as well.

This discussion needs to be based on EvE as a whole not just the selfishness of one group or another


You could multiply the current cost of running a production line in high sec tenfold (the hourly cost I mean) and make them free to use in null and that would make null a bit better. The rael thing is it would not stop high sec industry. At worst it would up the price of modules because industrialist would cover thier additionnal cost by setting higher prices. It's not like null could produce enough to flood the market with cheap stuff anyway.

The high sec industrialist would have higher upkeep which would be covered by raising prices on the stuff he produce. Remember null most likely don't want to go full china with lower price anyway because they have to cover different cost like the required hauling of materials and security f the space.

Would this really be a nerf to high sec? Technically it would be but the end result would be that industrialist only see thier wallet tick for bigger amount of ISK. Bigger red numbers when they pay for the production lines and bigger green numbers when they sell thier wares. Of course the user of such products would have to pay more but that does not really matter as it would affect everyone mostly equally.
Luanda Heartbreaker
#1649 - 2012-12-30 04:13:37 UTC
Frostys Virpio wrote:

Would this really be a nerf to high sec? Technically it would be but the end result would be that industrialist only see thier wallet tick for bigger amount of ISK. Bigger red numbers when they pay for the production lines and bigger green numbers when they sell thier wares. Of course the user of such products would have to pay more but that does not really matter as it would affect everyone mostly equally.


and how would it make 0 sec better? that ypu can swarm the market with your cheaper stuff? yes. then no highsecindustrialist will build anything as the margin is already so thin... you have the moonmaterials, you have the topminingstuff you have the capitalindustry you have exclusive ships and modules and now you want to take ower the whole industry too. and the highseccers are the selfish,,,
Frostys Virpio
State War Academy
Caldari State
#1650 - 2012-12-30 04:22:30 UTC
Luanda Heartbreaker wrote:
Frostys Virpio wrote:

Would this really be a nerf to high sec? Technically it would be but the end result would be that industrialist only see thier wallet tick for bigger amount of ISK. Bigger red numbers when they pay for the production lines and bigger green numbers when they sell thier wares. Of course the user of such products would have to pay more but that does not really matter as it would affect everyone mostly equally.


and how would it make 0 sec better? that ypu can swarm the market with your cheaper stuff? yes. then no highsecindustrialist will build anything as the margin is already so thin... you have the moonmaterials, you have the topminingstuff you have the capitalindustry you have exclusive ships and modules and now you want to take ower the whole industry too. and the highseccers are the selfish,,,


There is not enough production lines in null to ever flood the market. Unless they target really specific branches of it maybe and even then. Remember anything coming from null to high need to be hauled. This hauling cost time and most of the time jump fuel too. This is added on sales price just like additionnal cost to run the lines would be added. Null would still need to import vast quantity of paterials to keep the production lines going since mining ABC will never produce enough trit for an actual prodction line to run. This material then come from high which mean more transportation cost in the form of jump fuel and time.

There would also most likely be completely lost production caused by hauler going "POP" in space sometime which prevent part of the flooding too.

Again, the main reason why null could not flood the market to keep the price donw: There are not enough production lines to create all the ammo/ships/module consumed on the market.
mynnna
State War Academy
Caldari State
#1651 - 2012-12-30 04:57:00 UTC
Frying Doom wrote:
So what your saying is that you want secure logistics to Hi-sec but do not believe you should need to pay for this above what a normal sov bill is.

But to do this industry restructuring properly Null needs to be isolated more from Hi-sec by reducing jump ranges otherwise it is just a suburb of Hi-sec and the industry re-work will have to much effect on Hi-sec markets.

No, I'm not. I'm not going to state outright that you're being deliberately obtuse, but you clearly are not understanding, one way or another.

What I'm saying is that there are already areas of space where a nullsec midpoint is necessary to reach empire, even with what you claim are "excessively long" jump ranges. These midpoints would most often come in the form of a cyno beacon on a POS. As this system would be necessarily disconnected from their space, maintaining any sort of index in it would be difficult, and would therefore impose an additional burden on an alliance with already extremely vulnerable supply lines.

Their alternative, of course, is to make nice with the local powerbloc, so that they can use friendly stations that are located closer to empire instead. This has several advantages - they no longer have to pay the extremely high bill for their isolated midpoint system, stations are far safer to cyno onto than a POS, and they split the burden of defending their supply lines with their allies.

What you're proposing with nerfing jump ranges will only exacerbate that problem. Even more areas of space will require these vulnerable midpoints. The areas closest to empire will become prime real estate, held by those larger alliances or powerblocs. Space deeper into nullsec, sure, those smaller groups can fight over it, but they'll find their access to empire cut off at the whims of the larger groups in the border zones. So bluing up with one of those larger groups to guarantee access becomes important.

So much for the idea that it'd let smaller groups compete more easily, eh?



I'd like to address your claim that the "industry re-work won't matter without jump range nerfs", too. It's pretty much full of it. The problem with production in nullsec in general is a matter of volume movement.

Take the current scenario if I want to build in nullsec in any reasonable quantity. The lack of meaningful local low end supplies means I import my minerals. Importing minerals means I freighter them from Jita to a suitable build point, build a ton of 425mm railguns, and jump freighter them to nullsec. Once in nullsec, I refine them, and then (unless i'm lucky enough to have access to a conquerable station, whose facilities are slightly less bad), I freighter them to my build point, a task which is considerably riskier than the same in nullsec. Finally, once building is complete, there may be a third step in there, where I have to then freighter my goods to the sale station.

Lets apply numbers to that? If I pack cleverly, I can get about 65 maelstrom worth of compressed minerals into two jump freighter trips. Moving those minerals takes ten freighter trips in empire, and another ten in nullsec. If I have to move to a sale station in nullsec, it's another four trips there.

On the other hand, I could just make ten jump freighter trips to move 65 finished maelstrom straight to the sale station. Sounds a heck of a lot more attractive, doesn't it? I can make a minimum of twenty freighter jumps (half of them being through a nullsec gate or jump bridge) plus two jump freighter trips, or I can make ten jump freighter trips, which in my area of space is twenty jumps. Talk about a no-brainer. Nerf my jump range by half and double the number of jumps? Importing the finished hulls is still pretty much a no-brainer, really.

On the other hand, perhaps the dreams of fantastic nullsec production come true. Miners mine, and refine the ore in a station, and sell me the minerals. In that same station, I build my battleships, and hey, it's even my hub, so I sell them right there! Now if it's that easy, why the hell would I spend the time and fuel to jump them from Empire? There are certainly reasons. Perhaps I'm at war and my miners have scattered, perhaps I welped a fleet and need them now, perhaps the revamps don't go over as well as hoped and local production doesn't cut it. But, on the surface of it, just building locally becomes a heck of a lot more attractive.

Volume movement. It matters. Make it more attractive to build locally than to import, and we'll do it that way. I suppose that nerfing jump range is a lazy way of doing it, but it is by no means necessary, and will have unintended effects as I outlined above.

Member of the Goonswarm Economic Warfare Cabal

Frying Doom
#1652 - 2012-12-30 05:23:13 UTC  |  Edited by: Frying Doom
mynnna wrote:
Frying Doom wrote:
So what your saying is that you want secure logistics to Hi-sec but do not believe you should need to pay for this above what a normal sov bill is.

But to do this industry restructuring properly Null needs to be isolated more from Hi-sec by reducing jump ranges otherwise it is just a suburb of Hi-sec and the industry re-work will have to much effect on Hi-sec markets.

No, I'm not. I'm not going to state outright that you're being deliberately obtuse, but you clearly are not understanding, one way or another.

What I'm saying is that there are already areas of space where a nullsec midpoint is necessary to reach empire, even with what you claim are "excessively long" jump ranges. These midpoints would most often come in the form of a cyno beacon on a POS. As this system would be necessarily disconnected from their space, maintaining any sort of index in it would be difficult, and would therefore impose an additional burden on an alliance with already extremely vulnerable supply lines.

Their alternative, of course, is to make nice with the local powerbloc, so that they can use friendly stations that are located closer to empire instead. This has several advantages - they no longer have to pay the extremely high bill for their isolated midpoint system, stations are far safer to cyno onto than a POS, and they split the burden of defending their supply lines with their allies.

What you're proposing with nerfing jump ranges will only exacerbate that problem. Even more areas of space will require these vulnerable midpoints. The areas closest to empire will become prime real estate, held by those larger alliances or powerblocs. Space deeper into nullsec, sure, those smaller groups can fight over it, but they'll find their access to empire cut off at the whims of the larger groups in the border zones. So bluing up with one of those larger groups to guarantee access becomes important.

So much for the idea that it'd let smaller groups compete more easily, eh?



I'd like to address your claim that the "industry re-work won't matter without jump range nerfs", too. It's pretty much full of it. The problem with production in nullsec in general is a matter of volume movement.

Take the current scenario if I want to build in nullsec in any reasonable quantity. The lack of meaningful local low end supplies means I import my minerals. Importing minerals means I freighter them from Jita to a suitable build point, build a ton of 425mm railguns, and jump freighter them to nullsec. Once in nullsec, I refine them, and then (unless i'm lucky enough to have access to a conquerable station, whose facilities are slightly less bad), I freighter them to my build point, a task which is considerably riskier than the same in nullsec. Finally, once building is complete, there may be a third step in there, where I have to then freighter my goods to the sale station.

Lets apply numbers to that? If I pack cleverly, I can get about 65 maelstrom worth of compressed minerals into two jump freighter trips. Moving those minerals takes ten freighter trips in empire, and another ten in nullsec. If I have to move to a sale station in nullsec, it's another four trips there.

On the other hand, I could just make ten jump freighter trips to move 65 finished maelstrom straight to the sale station. Sounds a heck of a lot more attractive, doesn't it? I can make a minimum of twenty freighter jumps (half of them being through a nullsec gate or jump bridge) plus two jump freighter trips, or I can make ten jump freighter trips, which in my area of space is twenty jumps. Talk about a no-brainer. Nerf my jump range by half and double the number of jumps? Importing the finished hulls is still pretty much a no-brainer, really.

On the other hand, perhaps the dreams of fantastic nullsec production come true. Miners mine, and refine the ore in a station, and sell me the minerals. In that same station, I build my battleships, and hey, it's even my hub, so I sell them right there! Now if it's that easy, why the hell would I spend the time and fuel to jump them from Empire? There are certainly reasons. Perhaps I'm at war and my miners have scattered, perhaps I welped a fleet and need them now, perhaps the revamps don't go over as well as hoped and local production doesn't cut it. But, on the surface of it, just building locally becomes a heck of a lot more attractive.

Volume movement. It matters. Make it more attractive to build locally than to import, and we'll do it that way. I suppose that nerfing jump range is a lazy way of doing it, but it is by no means necessary, and will have unintended effects as I outlined above.

How strangely wonderful that in all that the bit that was relevant was that if industrial facilities were increased and Hi-sec minerals were available in Null you would "sell them right there"

And to anwser the question as to why you would go to Hi-sec whos manufactuing would be more costly than Null well that is easy: isk!!

In all that you did not actually state why if Null manufacturing was increased and hi-sec minerals provided to Null, jump drive ranges should not be nerfed. There is a lot of filling but lets be blunt to jump from null, everyone has their favorite quiet Lo-sec system or in extreme cases favorite NPC Null zone as well all up it takes no more than 10 minutes atm to go from Null to Hi-sec, making Null little more than a suburb. The jump ranges need to be cut or the industry revamp to Null needs to be minor, or the damage to the game as a whole economically is too great.

A rational change to increase Nulls abilities and profits I am all for, a change of "We want everything and bugger everyone else", I am not for.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

mynnna
State War Academy
Caldari State
#1653 - 2012-12-30 07:42:42 UTC  |  Edited by: mynnna
Please explain to me how nerfing jump ranges would not have the effects I stated, specifically in regards to encouraging coalitions.

Allow me to provide some illustrations, if it helps.

Imagine you're a small alliance living in Period Basis, with your capital in TPAR-G. We'll pretend you can produce everything Tech 1 you need locally, but the nature of Tech II production means that importation from highsec remains mandatory for your HACs, T2 guns, etc. Your JF pilots have maxed nav skills, so they open up the map and see what it takes to get from Keberz to TPAR-G (or TPAR-G to Nourbal on an outbound leg).

At least with my mapping tool, the default route goes through F-NXLQ and W-IX39, both in Querious. Three jumps total. Maybe you'd prefer to hit Delve NPC space instead, since you mentioned NPC space as a midpoint. Whoops! TPAR to the southern-most NPC system in Delve (319-) requires a stop in SVM (also in Delve) first, and another midpoint between 319 and Nourbal itself. So now we've added a jump, and haven't actually done anything to prevent us from having to make nice with the locals.

What if we nerf jump range? Jump Drive Cal is 25% per level, so a 125% bonus. Lets say that that goes to a 15% per level bonus, so the maximum possible bonus is equal to the current JDC 3. Four jumps still. Maybe 10% per level, equivalent to today's JDC 2? Now we're up to 5.

This isn't just limited to Delve/Querious/PB area either Lets take our home, VFK. As it stands today, I can make the trip from VFK to my preferred lowsec jump-in in just two trips at JDC 4, much less JDC 5. Taking the same 10% per level (JDC 3 equivalent) as above, that climbs to three jumps. I'm lucky here, as it happens - I can ping through the NPC areas of Pure Blind. Whew! Of course, lord help those schmucks up in Branch. Right now they can cyno from BKG to lowsec all the way through NPC space, though doing so requires a cyno on a POS, which isn't exactly good practice for keeping oneself safe. Of course, that's with JDC5. Drop that by so little as one level, the equivalent of a nerf to 20% per level, and they're going through player owned space whether they like it or not. Four jumps at JDC 3 or 4, worse from there.


The drone regions are especially and hilariously screwed if CCP listened to you. Even going back to our current scenario where we've got maxed skills and current jump ranges, the most appealing route I can find from a relatively close region to Empire (Etherium Reach) is jumping out to Frulegur, which is three cyno jumps from 1ACJ-6 (which I picked at random, I don't know much about the region). It's four jumps from FJ-GUR in Oasa, and five from E-BYOS in Cobalt Edge. Of course, today's drone regions are one big friendly family, so going through other regions is fine.

What happens if we start chopping levels off of JDC, effectively nerfing our jump range? Well, not much at JDC4. You stay within the drone regions, at least, no matter where you're coming from. But in that 15% per level example, the equivalent of today's JDC3? Apparently my mapping software is dumb so I'm editing this, but the jumps required increase, quite a bit, as above.

I could move on to regions like Cache or Insmother, but I'm running low on characters, so I digress.

If I haven't made my point by now, it's this. Even today, many regions are cut off from Empire unless you're friendly with your nearer to empire neighbors. Your proposed jump drive nerfs would only exacerbate this, sometimes to hilarious extremes. Without safe supply lines, you're pretty much hosed, and so I ask again - please tell me how your proposed nerfs will do anything but push people further into coalitions. Ignore the industry stuff, just answer that. Thanks.

Member of the Goonswarm Economic Warfare Cabal

Vaerah Vahrokha
Vahrokh Consulting
#1654 - 2012-12-30 08:11:02 UTC  |  Edited by: Vaerah Vahrokha
Alekseyev Karrde wrote:

Specifically, there's very little. When you consider some individual systems in empire have more industrial capacity than heavily developed (at the cost of massive amounts of player effort to create and maintain) null sec REGIONS, it becomes aparent there's a problem. Office prices in NPC stations scale depending on how heavily that station is utilized. Try renting an office in jita, it'd give you a heart attack. But despite the MASSIVE economic actvitity going through Jita it still has the same bargain basement market tax rates, production costs, refining rates, etc as everywhere else. It's to the point where a 0.0 alliances would rather mine high end ore far deep in nullsec, jump it all the way to empire, produce ships and modules there, then jump the completed product all the way back rather than try to manufacture in-region. For nullsec production they HAVE to do out there (supers), they go to empire and purchase magic modules which refine into more volume of minerals than the item itself and haul them out.


Sadly what you state is realistic. Markets become *cheaper* when more liquidity is added. Market fees - even in RL exchanges - don't depend about the location you trade from, it's still $5.5 per contract (e-mini futures, CBOT exchange, price Infinity AT broker makes me).
Economy of scale also drops manufacturing prices, whereas population density greatly rises rental costs (rent in central New York... vs last Texas town).

The only things that are quite irrealistic are the actual base manufacturing and research costs, those are not created with a realistic competition model versus the player driven factility (POS). I.e. researching a BPO in a NPC station should cost around the price a POS has to pay for that same research slot. I.e. instead of totally irrealistic 333 ISK per hour, the NPC station slot should cost 14k+ ISK per hour. We are talking about more than an order of magnitude wrong pricing here.

Null sec high prices? That too is realistic, untill CCP adds more facilities. Scarcity of slots = more demand than offer = high prices or priority given to vital items and not what the average Joe would like to build for themselves.

Until hi sec will be a true sovereignty, doing stuff in null sec won't be realistically competitive.
They'd need to downgrade hi sec to basic starting area with barely newbie, heavily insufficient and inefficient facilities to move production and research out.


Alekseyev Karrde wrote:

So yes, empire players might get imperfect refine rates in stations. They might see labs, market taxes, and assembly lines move to a variable cost like highsec offices already have. The tax for NPC corps might go up a few % points. But you'll still be able to do every single thing you can do now in highsec. And in exchange CCP will have the freedom to address long standing problems with the game.


This will affect hi sec but won't help null sec in a significant way. Sad but true and you'll see it, feel free to bookmark this post.
Adding production and research lines in null will probably have a 20 fold effect.
Adding production and refining in null sec will also make zydrine and megacyte prices drop A LOT as well.
Frying Doom
#1655 - 2012-12-30 08:33:12 UTC  |  Edited by: Frying Doom
mynnna wrote:
Please explain to me how nerfing jump ranges would not have the effects I stated, specifically in regards to encouraging coalitions.

Allow me to provide some illustrations, if it helps.

Imagine you're a small alliance living in Period Basis, with your capital in TPAR-G. We'll pretend you can produce everything Tech 1 you need locally, but the nature of Tech II production means that importation from highsec remains mandatory for your HACs, T2 guns, etc. Your JF pilots have maxed nav skills, so they open up the map and see what it takes to get from Keberz to TPAR-G (or TPAR-G to Nourbal on an outbound leg).

At least with my mapping tool, the default route goes through F-NXLQ and W-IX39, both in Querious. Three jumps total. Maybe you'd prefer to hit Delve NPC space instead, since you mentioned NPC space as a midpoint. Whoops! TPAR to the southern-most NPC system in Delve (319-) requires a stop in SVM (also in Delve) first, and another midpoint between 319 and Nourbal itself. So now we've added a jump, and haven't actually done anything to prevent us from having to make nice with the locals.
please tell me how your proposed nerfs will do anything but push people further into coalitions. Ignore the industry stuff, just answer that. Thanks.

Thank you for that it was rather informative, as i myself have never operated from that deep within Null Sec.

So yes maybe you are right and my point should not be on the range of Jump drives but the cost

TPAR-G to Nourbal is 26.834 lightyears and uses 20,795 Oxygen Isotopes in an anshar for 330k cargo aproximately

So at current costs it is 414.9 per unit so this does add up a bit its 8,627,845.5 isk or 28.759485 per m2 approximately
c
So to take some basic T1 items and show what this cost is (these are pretty much random things I have chosen
medium shield extender costs about 50,000 and takes up about 10m2 so that's about 280 isk in transport costs.
Miner 1 apparently averages at 24,000 (who would have thought that) and takes up 5m2 so about 140 isk trasport.
Stasis webifier I average sell 60,000 and takes up 5m2 so again about 140 isk transport costs
So unless the Nerf involving Hi-sec is less than a relative 1% compared to improvements to Null, Hi-sec will not be able to compete.

But you are right and I was wrong, it should not be the jump ranges that are altered (Even if that system was in the back of beyond) it should be the fuel consumed during jumps that is increased and substantially.

As to power projection of titans I will leave that to others but as to whether a jump drive range nerf would make more people go to the large alliances, personally I think that would have the opposite effect as they could have a harder time protecting such massive amounts of space but anyway my focus is more on industry and mining than blob warfare.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

mynnna
State War Academy
Caldari State
#1656 - 2012-12-30 08:43:59 UTC  |  Edited by: mynnna
Frying Doom wrote:

So yes maybe you are right and my point should not be on the range of Jump drives but the cost

A much better approach, although I maintain that if the local production capacity was up to task we'd still prefer it, while if it weren't we'd simply eat the cost and continue to import from Empire. I mean, right now we import whole battleships, through a privately run jump service that charges 200 isk/m3. That ain't cheap. It adds 10m isk to the cost of each hull, but it's vastly preferable to trying to build them in place.

Frying Doom wrote:
As to power projection of titans I will leave that to others but as to whether a jump drive range nerf would make more people go to the large alliances, personally I think that would have the opposite effect as they could have a harder time protecting such massive amounts of space but anyway my focus is more on industry and mining than blob warfare.

Even if nerfing jump drive range would cramp the ability of a larger alliance to defend a large amount of space, small alliances or alliances living in the remote regions as I've illustrated would remain at a disadvantage. I mean, unless our intrepid residents of Period Basis resign themselves to using nothing but Amarr capitals, so they can supply their ice products locally... ;) Regardless, I don't think it would do much to power projection anyway. Look at Pandemic Legion for an exceptional example. They're famed for their ability to move capitals around, but the underpinnings of that are an extensive cyno network with pre-placed fuel stockpiles. Nerfing their jump drive range would do little but force them to expand that network further, while a smaller alliance with fewer resources might find itself hard pressed to match.

Member of the Goonswarm Economic Warfare Cabal

Frying Doom
#1657 - 2012-12-30 09:07:05 UTC
Tesal wrote:
Frying Doom wrote:
Tesal wrote:
Frying Doom wrote:

Exactly, while NPC facilities everywhere need to be nerfed, player owned facilities are the way to go, and yes the more dangerous the space the better those facilities should be. With Lo-sec as a base and Hi-sec having the reputation drawback.

That would be a radical change. I don't think it would make the game more fun to play.

So your suggestion to improve industry in the more dangerous parts of EvE to make those areas more lucrative and profitable while not gutting Hi-sec would be?


How much more lucrative? Double. Half. Quarter. What is it exactly that you want?

I don't think there is an easy answer. If there was an easy answer CCP would have already done it.

Actually CCP have not really looked at mining and manufacturing until this year, it has always been the forgotten child.

As to how much more lucrative well frankly None at all sort of, what I would like to see is player owned structures being at the for front of refining and manufacturing with areas below -0.0 security having the ability to use or anchor modules (depending on the POS revamp and what happens to outposts) that are better than those available to high sec/lo-sec in availability of slots per cpu/PU usage.

So these areas will be able to create more with a lower base POS cost. for example to run the same number of slots say 20 for a random number you might need a large and a medium or a large and a small tower in empire space while in lower security space you only need the one tower to get the same results.

NPC structures need to be what people start out in they need to be limited eg..no T2/T3 production and with a cost comparable to a POS slot not some ridiculously low amount.

As outposts and POS are for people who are willing to pay for the facilities (and have the ability of them being attacked).

So if you are paying for it continuously and with the added risk should you not be compensated by reward?

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Frying Doom
#1658 - 2012-12-30 09:11:05 UTC
mynnna wrote:
Frying Doom wrote:

So yes maybe you are right and my point should not be on the range of Jump drives but the cost

A much better approach, although I maintain that if the local production capacity was up to task we'd still prefer it, while if it weren't we'd simply eat the cost and continue to import from Empire. I mean, right now we import whole battleships, through a privately run jump service that charges 200 isk/m3. That ain't cheap. It adds 10m isk to the cost of each hull, but it's vastly preferable to trying to build them in place.

Frying Doom wrote:
As to power projection of titans I will leave that to others but as to whether a jump drive range nerf would make more people go to the large alliances, personally I think that would have the opposite effect as they could have a harder time protecting such massive amounts of space but anyway my focus is more on industry and mining than blob warfare.

Even if nerfing jump drive range would cramp the ability of a larger alliance to defend a large amount of space, small alliances or alliances living in the remote regions as I've illustrated would remain at a disadvantage. I mean, unless our intrepid residents of Period Basis resign themselves to using nothing but Amarr capitals, so they can supply their ice products locally... ;) Regardless, I don't think it would do much to power projection anyway. Look at Pandemic Legion for an exceptional example. They're famed for their ability to move capitals around, but the underpinnings of that are an extensive cyno network with pre-placed fuel stockpiles. Nerfing their jump drive range would do little but force them to expand that network further, while a smaller alliance with fewer resources might find itself hard pressed to match.

I will perfectly well admit economic theory is a lot more my bag than military theory.

But as to your first point I do agree, I feel very strongly that NPC structures need a nerf bat while player owned ones need increasing and even the mineral availability in Null needs increasing too.

The main reason I suggest a jump nerf is to protect what will remain of the Hi-sec markets but as you have pointed out an increase in the fuel usage is a better concept.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Bump Truck
Doomheim
#1659 - 2012-12-30 11:38:53 UTC
EI Digin wrote:
Shepard Wong Ogeko wrote:

I think the fear of nullsec really outproducing highsec is overblown. Supposing CCP made player made stations effectively identical to highsec stations. It would take years for nullsec players to build enough outposts to out do what is currently in highsec. Also, nullsec will never have the security that highsec does, so it will never be as easy to extract and move minerals as it is in highsec.



As well, nullsec will never produce more t1 goods than highsec because there will never be enough mineral production (mining) in nullsec to even come close to being self-sufficient. Even if you have incentives like higher-yield asteroids (within reason), the amount of people who want to be able to be semi-afk, or mine because it is "relaxing", or want a personal mining fleet will easily dwarf the amount of people who want to try nullsec. Lots of highseccers will never leave highsec no matter what, and they will still produce a staggering amount of minerals.

And if there ever is enough supply to make nullsec self-sufficient, CCP will finally have a good reason to remove mineral compression.

Nullsec can also serve as a pressure valve if highsec prices get too high, for example if there is another ice interdiction prices would only increase to the amount it would cost to produce the ice in nullsec and import it to highsec.



Personally I think, if a big alliance wanted to, it could get big mining fleets going. I mean BIG.

You think TEST couldn't mine enough minerals if it was in their interests to do it?

Also the Null blocks could recruit a lot of miners from HIghSec to swell the ranks if they could offer them free ships and more ISK/hr.

So I think it's perfectly possible for a Null block to become self sufficient, especially if there were better yielding roids and a better refine rate.
Bump Truck
Doomheim
#1660 - 2012-12-30 11:41:15 UTC
Yonis Kador wrote:
I think it's great that everyone is focused on the "big picture."

That in the grand scheme of things, EvE is a capitalistic dystopia with chances for riches relative to risk and players aren't meant to live their entire lives in high-sec npc corps. They are meant to interact. So no sec space was ever meant to have "everything it needs."

But I'm still having difficulty agreeing that abilities I currently possess should be removed entirely from my game. That's not selfish - doing so would be dumb. So I'm just not gonna be a fan of moving t-2 production or perfect manufacturing/refining to low/null. Imo, if CCP allowed better refining and manufacturing even at high-sec POS's as opposed to heavily-taxed npc alternatives, this would still benefit pgc by incentivizing corp-ownership/membership. It also wouldn't remove any current abilities. Raising npc refine rates and corp taxes could be a good idea, if it would force more people into the sand. But that's only going to happen still if the cost of POS fuel is less isk/month than paying the tax. And that would be a lot of tax.

I'm not even sure if it's a legitimate concern or just null propoganda, but just in case it's being considered: don't "nerf" high sec too hard. People on one account paying with cash live there. So do noobs. Thousands of casual players. No, the game shouldn't cater to them but their games shouldn't be made impossible either. I suspect many folks in high sec pay their subs with cash. I'm guessing that matters.

Besides, there are countless mini-games individually contributing to pgc being played here all connected to each other through the sandbox. Every corp with people in it contributes to pgc. Wars are fought, resources are disputed, people are ganked....constantly in high sec. High sec generates a ton of pgc. In fact, post-Retribution pvp stats have to be up. I see people shooting each other constantly. So, to me, the size and location of the corp does not invalidate those players' contribution to pgc. I do agree that reward should scale with risk and I'm all for increasing player circulation if possible.

But I'm beginning to wonder if the community perception is that there is no more frontier. That null is wholly owned and if that itself is a factor in the perceived stagnation. Can nothing be added to null to awe and inspire the masses but industry slots and added wealth?

Must balancing risk/reward equate to loss of high-sec ability?


Yonis Kador




I think it's really important not to remove any activites from HighSec in a possible nerf. I think everything should be allowed that is allowed now.

You just have to make it more difficult and expensive. Sufficiently so that POS's, Low and Null start to look attractive places to do these things, despite the greater risks and costs incurred.

I love the idea of sliding scales which calibrate to player use. I think that can only make the game more interesting.