These forums have been archived and are now read-only.

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

Jita Park Speakers Corner

 
  • Topic is locked indefinitely.
 

CSM December minutes: Nullsec

First post First post
Author
Nicolo da'Vicenza
Viziam
Amarr Empire
#21 - 2013-01-16 22:48:16 UTC  |  Edited by: Nicolo da'Vicenza
Quote:
On the topic of creation and destruction Soundwave brought up a “neat” game design mechanic that CCP were unable to squeeze into a previous expansion. He explained the mechanic wherein there were a new set of system upgrades, “IHUBs on crack”, that were incredibly powerful. To temper the power creep, the mechanic allowed for only three of such structures to exist. Further, the only way to get said structure is to physically take it from someone else. Elise was quick to praise the idea. Soundwave continued that if he were ever to go into the issue of making an end-game objective that he would definitely put a similar type of hard-cap on it to keep the goals in check.

Hm, let's see

1) Continued resource-extraction centric nullsec paradigm
2) Additional way for entrenched large alliances to pull ahead of small ones
3) more structurefun

it's like everything bad with nullsec "on crack"

not to be outdone though

Quote:
Using a hypothetical example of how such a feature could be used, Trebor brought up Titans and Supercaps in general. Using this type of soft-cap mechanic, Trebor suggested that to build a new supercap would require the “core” of a dead supercap. So to build a new ship you would need the same materials and time, but also a supercap “core” that has a chance of dropping after a ship is destroyed. With that plus an adjustable drop rate of the cores in rare NPC spawns, one could manipulate the population of the ships. Two step liked the idea and talked about the issue of difficulty scaling; accumulating resources shouldn’t universally make everything easier.
these two have come up with some sort of Supercap Highlander scenario where 'there can only be one' alliance that after grueling supercap gank after gank emerges with all the Quickening for themselves. the intent apparently was to balance supercap proliferation
Liner Xiandra
Sparks Inc
#22 - 2013-01-16 22:52:35 UTC  |  Edited by: Liner Xiandra
Raid'En wrote:
Quote:
Trebor suggested that to build a new supercap would require the “core” of a dead supercap. So to build a new ship you would need the same materials and time, but also a supercap “core” that has a chance of dropping after a ship is destroyed.

I like the idea, wonder what people who are knowledgeable about supercaps think about this


I'm not knowledgeable about supercaps but it is glaringly obvious that this will benefit only those currently in power, making it harder for smaller alliances to carve their way into null; which is the opposite of what they want to achieve.
Raid'En
#23 - 2013-01-16 23:12:36 UTC
Liner Xiandra wrote:

I'm not knowledgeable about supercaps but it is glaringly obvious that this will benefit only those currently in power, making it harder for smaller alliances to carve their way into null; which is the opposite of what they want to achieve.

that's a fair point.
I didn't quoted the whole idea however, there were some bonus to get ability without killing one.
but maybe this system can be adjusted to limit proliferation without penalizing these small alliances who need there first titan.
Raid'En
#24 - 2013-01-16 23:15:00 UTC
I saw lots of interesting ideas about how to revamp nullsec, hope it will end well.
From what I understood, this revamp is currently planned for winter 2013 right ? (may change blablabla)
Vera Algaert
Republic University
Minmatar Republic
#25 - 2013-01-16 23:19:33 UTC  |  Edited by: Vera Algaert
The CSM & CCP should consult EyjoG about industry in 0.0, he could give you a crash course on balance of payments theory which would hopefully lead to a better informed discussion.

At the moment you are spending a great deal of thought on how to reduce the imports into 0.0 while completely disregarding that its exports (moongoo, ISK, ...) are essential to the functioning of high-sec and have to be paid for in some way.

What awesome investment opportunities are you going to create in high-sec to make up for a net-exporting null-sec?

How would you resolve the imbalances you seek to create in the long run (when the investments into high-sec pile up but don't tip the trade balance back into its favor)?

.

Nicolo da'Vicenza
Viziam
Amarr Empire
#26 - 2013-01-16 23:22:01 UTC
Vera Algaert wrote:
At the moment you are spending a great deal of thought on how to reduce the imports into 0.0 while completely disregarding that its exports (moongoo, ISK, ...) are essential to the functioning of high-sec and have to be paid for in some way.
Rightfully so.
Sara Mars
The Scope
Gallente Federation
#27 - 2013-01-16 23:22:17 UTC
Nicolo da'Vicenza wrote:
Quote:
On the topic of creation and destruction Soundwave brought up a “neat” game design mechanic that CCP were unable to squeeze into a previous expansion. He explained the mechanic wherein there were a new set of system upgrades, “IHUBs on crack”, that were incredibly powerful. To temper the power creep, the mechanic allowed for only three of such structures to exist. Further, the only way to get said structure is to physically take it from someone else. Elise was quick to praise the idea. Soundwave continued that if he were ever to go into the issue of making an end-game objective that he would definitely put a similar type of hard-cap on it to keep the goals in check.

Hm, let's see

1) Continued resource-extraction centric nullsec paradigm
2) Additional way for entrenched large alliances to pull ahead of small ones
3) more structurefun

it's like everything bad with nullsec "on crack"

not to be outdone though

Quote:
Using a hypothetical example of how such a feature could be used, Trebor brought up Titans and Supercaps in general. Using this type of soft-cap mechanic, Trebor suggested that to build a new supercap would require the “core” of a dead supercap. So to build a new ship you would need the same materials and time, but also a supercap “core” that has a chance of dropping after a ship is destroyed. With that plus an adjustable drop rate of the cores in rare NPC spawns, one could manipulate the population of the ships. Two step liked the idea and talked about the issue of difficulty scaling; accumulating resources shouldn’t universally make everything easier.
these two have come up with some sort of Supercap Highlander scenario where 'there can only be one' alliance that after grueling supercap gank after gank emerges with all the Quickening for themselves. the intent apparently was to balance supercap proliferation



Its ok Duncan Mcloud is in PL, We are ok!
Vera Algaert
Republic University
Minmatar Republic
#28 - 2013-01-16 23:25:37 UTC
Nicolo da'Vicenza wrote:
Vera Algaert wrote:
At the moment you are spending a great deal of thought on how to reduce the imports into 0.0 while completely disregarding that its exports (moongoo, ISK, ...) are essential to the functioning of high-sec and have to be paid for in some way.
Rightfully so.

Mrs Merkel, is that you?

.

Nicolo da'Vicenza
Viziam
Amarr Empire
#29 - 2013-01-16 23:43:33 UTC
Vera Algaert wrote:
Nicolo da'Vicenza wrote:
Vera Algaert wrote:
At the moment you are spending a great deal of thought on how to reduce the imports into 0.0 while completely disregarding that its exports (moongoo, ISK, ...) are essential to the functioning of high-sec and have to be paid for in some way.
Rightfully so.

Mrs Merkel, is that you?

Highsec will still function as a lowrisk zone for casuals even if nullsec does nullsec industry.
Kataki Soikutsu
Deltoles Scram LLC
#30 - 2013-01-16 23:53:58 UTC
Vera Algaert is right that the CSM & CCP Greyscale are not considering the implications of Null Industry changes being asked for.

I completely disagree with the position stated by Elise that Null shipping raw materials to Jita & importing manufactured items is bad game design. In fact this is evidence of good game design as it shows there is a robust market structure with lots of specialization and trade. Trying to change it so that each region of space or alliance is essentially self-sufficient (an extreme not mentioned in the CSM minutes, though the changes suggested push in that direction) would result in an allocation of time and resources that would create less usable items than the current system.

I understand the desire to see more industry in Null sec, but trying to move current High sec industry to Null is certainly the wrong way to go about it for at least two reasons. First is the logistical hassle. Null is far more spread out and empire is the center of New Edan, meaning it will have a more liquid market. This means that surplus items produced in null would have to be shipped to high sec for sale anyway. Also that the danger of shipping is correlated to volume Hence, it makes sense to only ship the most expensive cargo, Null raw material & high sec production, rather than High sec materials & null sec production.

Even moving the distribution of minerals to favor Null sec more would not help this issue due to Comparative Advantage. Essentially even if it is more profitable in all cases to mine the minerals in Null, the low value, high volume would still be mined in Empire. This is because miners in Null would find it more profitable to mine the more profitable minerals and the risk averse miners in High would mine the less efficient, but still highest value minerals in High Sec, as they don't have the option to mine the more expensive minerals in High Sec. (The essential point is that it is always better for regions to trade, even if one region is better at producing every single thing.)

Things like making Null production lines more efficient would encourage more Null sec production. But probably only of a few items that have resources nearby. Though even this is not for sure as a local Null sec market for these resources would have to exist to enable producers to acquire them without going to Jita. (A tough problem with multiple equilibria.) Making Null invention better might be the best suggestion I read as it would enable Null to specialize in BPC production. Though odds are the BPCs would be shipped to Jita and the modules shipped back. At least this would increase the amount of Industry done in Null.

Overall the movement of goods to a central market with regions specializing is different parts of the production process should not be seen as a flaw but evidence that EVE has a well functioning market. Suggestions to turn this on its head would almost certainly alter the game in ways that would harm everyone though higher prices & more fragmentation in locations to purchase modules. (Meaning it would take a stop to multiple places & higher prices now to actually fully fit a ship.) But changes, like better invention in Null, & features, like PI, that encourage greater specialization & trade are beneficial to everyone and should be pursued.
Varius Xeral
Doomheim
#31 - 2013-01-17 00:03:16 UTC  |  Edited by: CCP Gargant
Yes, the goal of eve is to maximize gross galactic product

/sarcasm

[Removed unneeded profanity, kept the point of the post. - CCP Gargant]

Official Representative of The Nullsec Zealot Cabal

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#32 - 2013-01-17 00:56:22 UTC
Nicolo da'Vicenza wrote:
Vera Algaert wrote:
Nicolo da'Vicenza wrote:
Vera Algaert wrote:
At the moment you are spending a great deal of thought on how to reduce the imports into 0.0 while completely disregarding that its exports (moongoo, ISK, ...) are essential to the functioning of high-sec and have to be paid for in some way.
Rightfully so.

Mrs Merkel, is that you?

Highsec will still function as a lowrisk zone for casuals even if nullsec does nullsec industry.

Reduction of nullsec imports and an increase of nullsec industry needn't be the same thing. One of the few things in the proposal I agree with is addressing refine and operational costs of manufacturing slots to favor POS's and outpost as well as the expansion of slots to make using that advantage feasible.

I'm not really seeing the problem of mineral import in that case either, but rather than fight it I'd personally like direct mineral compression supported so the newly created nullsec lines can be fed in a way that preserves the cost advantages that null needs and deserves. If that really is such a bad Idea I'd be curious to know why.
Nair Alderau
The Blessed Chains of Freedom
#33 - 2013-01-17 01:35:42 UTC  |  Edited by: Nair Alderau
The disappearing prospect of modular, scalable POSes ... is disturbing.

It was THE feature I was looking forward too. Properly done, it would be of great (positive) impact for inhabitants of all regions of eve, from w-space (obvs.) to empire and null.

The reason only a handful of people (directors/worker-bees of corps + wspace-inhabitants) work with them is mostly due to how annoying it is to use properly atm (both in setting up and in not being a good replacement for NPOS).

I hope CCP rethinks their POS plans....
Nair Alderau
The Blessed Chains of Freedom
#34 - 2013-01-17 01:38:12 UTC
Unforgiven Storm wrote:
Quote:
Seagull: We have 4 things that are interacting: the gameplay and design of the POS system, the role
POSes play in achieving things in the game (its features), the technical layer (code) then manages all of
this (which currently is old and needs refactoring), and art. (...)

Seagull: The reason there's a “no” to doing [Modular POSes] right now is that it was affecting all of these
areas in a way that was too big to do at once. What you're trying to do is try to find a way to get what you
want, but what we need to do is go back and look at how we can separate all these layers, and figure out
something reasonable, and then have Art do something that's immersive and amazing.


So to be clear, CPP please clarify this for us, NO MODULAR POSES, period, correct?

You prefer to pick the current one, try to divide it in areas of work and revamp each area on its own without touching other parts of the pos and do it during several releases; in resume you want to improve the old/current pos to become something better and closer to a "new" pos than do a new one from scratch. My conclusion is correct?


My reading as well. Also, I am not sure I like all this management-heavy talk about how to design/develope the game. Little talk of the actual development process (coding/art) and far too much meta-talk (this mostly relates to the two latest dev-diaries about eve development in the future).
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#35 - 2013-01-17 02:04:49 UTC  |  Edited by: Aliventi
Here is the definition of 90% of the 0.0 SOV systems: "We don't want you to have it, but to hell if we are actually going to use it."

And therefore there are large alliances that hold several regions and yet only actively use a handful of systems. But unless small gangs from small alliances have the ability to carve out and hold several SOV systems against the potentially overwhelming force that these larger alliances can put on field SOV will never change.

I would love to see those larger alliances fight over the "best" SOV. and leave the lesser SOV to smaller alliances. But there is already "best" space in the game (Hint hint: It happens to be where the tech is). And there are lots of lesser systems. And yet these large alliances continue to hold vast swaths of empty space. So what makes CCP or the CSM think anything will change?

Also, less structure grind for SOV please. Give us something to fight over that isn't a stick in space.

I think CCP Greyscale is very wrong that there isn't shades of gray to SOV. I have several times operated out of other peoples SOV. They neither showed up, nor cared that me and my fleet were basing out of their systems and killing them. In fact I don't think they even knew we were there. The SOV system should have removed SOV from them and given it to my alliance because for all intensive purposes, short of dropping SBUs and a TCU, we owned that space. That is how SOV should work.


Also, POSes effect everyone in 0.0. So spare me if I don't exactly believe that CCP shouldn't be working on POSes because they only effect a small number of people in game. I can understand how you can reach this conclusion based upon the fact that POS permissions are terrible and therefore very restricted. Also, you can only launch a POS if your corp gives you permission to. There is nothing "personal" about POSes. Fix these two issues and I guarantee your statistics will show just how much POSes are used.

I love the concept of modular POSes. Take your time and do it right. But don't put it off. I would love to have POSes that we can actually dock and operate out in space where there are no stations or friendly stations nearby.
Nicolo da'Vicenza
Viziam
Amarr Empire
#36 - 2013-01-17 02:26:49 UTC
Tyberius Franklin wrote:
Nicolo da'Vicenza wrote:
Vera Algaert wrote:
Nicolo da'Vicenza wrote:
Vera Algaert wrote:
At the moment you are spending a great deal of thought on how to reduce the imports into 0.0 while completely disregarding that its exports (moongoo, ISK, ...) are essential to the functioning of high-sec and have to be paid for in some way.
Rightfully so.

Mrs Merkel, is that you?

Highsec will still function as a lowrisk zone for casuals even if nullsec does nullsec industry.

Reduction of nullsec imports and an increase of nullsec industry needn't be the same thing. One of the few things in the proposal I agree with is addressing refine and operational costs of manufacturing slots to favor POS's and outpost as well as the expansion of slots to make using that advantage feasible.

I'm not really seeing the problem of mineral import in that case either, but rather than fight it I'd personally like direct mineral compression supported so the newly created nullsec lines can be fed in a way that preserves the cost advantages that null needs and deserves. If that really is such a bad Idea I'd be curious to know why.

The problem is that nullsec, while holding only 20% of EVE's active players, has the majority of active PvPers and over 50% of the fights in EVE period. It would not be wrong to say that the majority of EVE's economic output is to feed and replace losses in nullsec wars. Yet despite this, the CSM minutes are loaded with complaints about how barren nullsec is, how there are no targets or goals for small alliances to achieve, how all this heavily disincentives casual PvP, that it makes it pointless to play in 0.0 outside of a 20k+ coalition.

How does that gel with the hard stats (Gevlin Goblin, btw) about nullsec's high PvP activty though?

A smart person might conclude it may have something to do with the fact that nearly every aspect of all these goods and crafts used in these nullsec wars was mined, refined, collected, manufactured and completed in highsec - removing the vast number of people involved in the crafting system to supply the tens of thousands of ships + modules to support a megacoalition's armada from the clutches of any roaming gang. That the way to breathe life into the 0.0 PvP scene would be to make alliances reliant on plucky industrialists within their own borders (taking the risk for a chance at SuperVeld, refining it at better rates then a NPC station, manufacturing it more efficiently, for a much higher profit margin then he would in highsec (balanced by the higher risk and opportunity cost of doing business in null). Disrupting this internal industry would easily be a goal most small groups could accomplish, and have real consequences for the alliance having their supply of weapons mucked about with. The biggest alliances consume the most goods, and in a null where entities have to use their space in order to supply their war machines, would present the most targets.

This being CSM 7, and not smart people, instead discussion went towards instituting rules like "dahhhrr if the renters dont undock, the roaming gang gets to impose a space tax on their rat bounties".

If null moved from highsec manufacturing/low end mineral dependancy, this does not mean the end of highsec trade however. Regional moongoo, T3 goods, officer.faction items and ships, null surplus, to name a few, would still require a neutral broker to trade in, so there would always be a need for highsec trade.
Nicolo da'Vicenza
Viziam
Amarr Empire
#37 - 2013-01-17 02:33:00 UTC
also: howabout we just make a titan class module that lets titans cross the EVE gate back to Earth and Seleene can stop running for CSM and ruining eve with his bad ideas?
Varius Xeral
Doomheim
#38 - 2013-01-17 02:45:43 UTC
CCP have lost their courage to innovate with respect to Eve.

Official Representative of The Nullsec Zealot Cabal

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#39 - 2013-01-17 02:51:59 UTC  |  Edited by: Tyberius Franklin
Nicolo da'Vicenza wrote:
Tyberius Franklin wrote:
Nicolo da'Vicenza wrote:

Highsec will still function as a lowrisk zone for casuals even if nullsec does nullsec industry.

Reduction of nullsec imports and an increase of nullsec industry needn't be the same thing. One of the few things in the proposal I agree with is addressing refine and operational costs of manufacturing slots to favor POS's and outpost as well as the expansion of slots to make using that advantage feasible.

I'm not really seeing the problem of mineral import in that case either, but rather than fight it I'd personally like direct mineral compression supported so the newly created nullsec lines can be fed in a way that preserves the cost advantages that null needs and deserves. If that really is such a bad Idea I'd be curious to know why.

The problem is that nullsec, while holding only 20% of EVE's active players, has the majority of active PvPers and over 50% of the fights in EVE period. It would not be wrong to say that the majority of EVE's economic output is to feed and replace losses in nullsec wars. Yet despite this, the CSM minutes are loaded with complaints about how barren nullsec is, how there are no targets or goals for small alliances to achieve, how all this heavily disincentives casual PvP, that it makes it pointless to play in 0.0 outside of a 20k+ coalition.

How does that gel with the hard stats (Gevlin Goblin, btw) about nullsec's high PvP activty though?

A smart person might conclude it may have something to do with the fact that nearly every aspect of all these goods and crafts used in these nullsec wars was mined, refined, collected, manufactured and completed in highsec - removing the vast number of people involved in the crafting system to supply the tens of thousands of ships + modules to support a megacoalition's armada from the clutches of any roaming gang. That the way to breathe life into the 0.0 PvP scene would be to make alliances reliant on plucky industrialists within their own borders (taking the risk for a chance at SuperVeld, refining it at better rates then a NPC station, manufacturing it more efficiently, for a much higher profit margin then he would in highsec (balanced by the higher risk and opportunity cost of doing business in null). Disrupting this internal industry would easily be a goal most small groups could accomplish, and have real consequences for the alliance having their supply of weapons mucked about with. The biggest alliances consume the most goods, and in a null where entities have to use their space in order to supply their war machines, would present the most targets.

This being CSM 7, and not smart people, instead discussion went towards instituting rules like "dahhhrr if the renters dont undock, the roaming gang gets to impose a space tax on their rat bounties".

If null moved from highsec manufacturing/low end mineral dependancy, this does not mean the end of highsec trade however. Regional moongoo, T3 goods, officer.faction items and ships, null surplus, to name a few, would still require a neutral broker to trade in, so there would always be a need for highsec trade.

I don't disagree directly with anything you've said here save the idea that low ends need to migrate as well. This could be a selfish consideration but reducing the overall relevance of highsec activities to that of just being a trading post with nothing else to offer seems negative to anything save isk injecting activities in highsec.

Industry I agree should definitely present reasonable and achievable advantages in null, but highsec should be able to contribute something of resource value to the mix. I could be wrong though, wouldn't be the first time.
Alekseyev Karrde
Noir.
Shadow Cartel
#40 - 2013-01-17 03:04:44 UTC
Nicolo da'Vicenza wrote:


A smart person might conclude it may have something to do with the fact that nearly every aspect of all these goods and crafts used in these nullsec wars was mined, refined, collected, manufactured and completed in highsec - removing the vast number of people involved in the crafting system to supply the tens of thousands of ships + modules to support a megacoalition's armada from the clutches of any roaming gang. That the way to breathe life into the 0.0 PvP scene would be to make alliances reliant on plucky industrialists within their own borders (taking the risk for a chance at SuperVeld, refining it at better rates then a NPC station, manufacturing it more efficiently, for a much higher profit margin then he would in highsec (balanced by the higher risk and opportunity cost of doing business in null). Disrupting this internal industry would easily be a goal most small groups could accomplish, and have real consequences for the alliance having their supply of weapons mucked about with. The biggest alliances consume the most goods, and in a null where entities have to use their space in order to supply their war machines, would present the most targets.

This being CSM 7, and not smart people, instead discussion went towards instituting rules like "dahhhrr if the renters dont undock, the roaming gang gets to impose a space tax on their rat bounties".

Boy someone didnt read. Your first paragraph: things we discussed or recommended. Your insult line: never got mentioned.

:derp:

But thanks for agreeing with us, good to know we're on the right path with our feedback.

Alek the Kidnapper, Hero of the CSM