These forums have been archived and are now read-only.

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

Market Discussions

 
  • Topic is locked indefinitely.
 

CSM notes on faucets & sinks

Author
Alex Grison
Grison Universal
#121 - 2013-01-23 20:23:22 UTC  |  Edited by: Alex Grison
What if concord has an "accident" and loses people's money randomly
:DD

They could send you a nice apology letter, and a 10isk gift card to CONCAFE ( Concord Cafe )

yes

RubyPorto
RubysRhymes
#122 - 2013-01-23 20:53:38 UTC
DarthNefarius wrote:
Upon reading the DEV blog on bounties I realized that they had not mentioned a 1 time ISK sink: The retirement of the old bounties. I wonder if that was in the trillions.


I doubt it. I suspect that it only turned the soft sink of bounties on retired players into a hard sink.

I bet most of the active players with large bounties cashed in their bounties with an alt.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Candy Oshea
Techfree Investment Group
#123 - 2013-01-23 22:21:16 UTC
Bob Killan wrote:

Whilst im all for making T2 BPO's identical in build cost to generating the same product from invention (including the invention costs) Ie add the ingredients required to invent to the BPO bill of materials.
Your proposal falls down at this point:

*12 Shiney Casings - (New NPC good Value appropriate (Say 13,000 isk), to cause no spike in Price)

Why would CCP who have been working hard to remove as many NPC items as possible to create a Player driven market suddenly decide to introduce an NPC item for no reason whats so ever. T2 BPO production costs can be increased with out the need to add a new NPC item.


Well the NPC item wouldn't be introduced for no reason, its reason to exist, is to sink isk.

Its either introduce a new NPC item, or play with current systems, from what i'm reading here.

Adding item/s, wouldn't cause as much buttmad, as say 10-20% across the board bounty cut wouldn't you agree? Were you around for the anomaly nerf?

Another idea i had, is VV.

Yes VV, or the like, set up an ISK sink fund, collect a certain amount, then biomass that character with isk in hand, now that i'd like to see!

iCandy  - I have accidently swallowed some Scrabble tiles, my next shit could spell disaster!

Vaerah Vahrokha
Vahrokh Consulting
#124 - 2013-01-23 23:31:31 UTC
Candy Oshea wrote:

Another idea i had, is VV.

Yes VV, or the like, set up an ISK sink fund, collect a certain amount, then biomass that character with isk in hand, now that i'd like to see!


I'd rather suggest CCP implement two things that are available in RL finance:

- expired accounts that after a certain time out with no communication automatically get their assets settled to a previously indicated person / other account. This would be useful in case of impairment / death / whatever.

- accounts forcibly dedicated to donations. They'd be like the above but with CCP special donations character as beneficiary.

In that case I could die in peace, knowing CCP would take over my effort.
Bugsy VanHalen
Society of lost Souls
#125 - 2013-01-25 16:27:52 UTC
RavenPaine wrote:


I agree with you on the technical application of the words 'sink' and 'faucet'. Value loss is a good term for ship loss. My point is though, isn't value loss essentially the same thing? And doesn't it have the same leveling effect on macro economics?

Also: Add pod loss to my previous list. Implants = value loss in the same way.

If you were to consider value loss as a sink, then you would also have to consider ore spawns as a faucet.

Bear with me while I explain.

Whose hands the isk is in has nothing to do with faucets and sinks, only the total amount of isk in circulation in the game.

When a ship or any othe item thats was bought with isk is destroyed, there is no isk sink. The isk spent on that item did not go to an NPC it went to another player, it is still in the EVE economy. It just changed hands. Sure a ship may have been worth 500M isk, but that isk was not destroyed, only 500M worth of minerals/ORE and labour was destroyed.

If you were no consider the destruction of minerals a sink, then you must also consider the generation of minerals a faucet, i.e. ore respawning in belts each day is adding minerals to the economy. It is those minerals destroyed not the isk given to the miners for there time mining them.

The only time spending isk is a sink is when that isk goes to an NPC and is removed from the economy. If the isk goes to another player then it is still in the game economy. So not a sink.

An isk faucet is like wise only new isk coming into the economy. Such as bounties from NPC's and the isk portion of mission rewards.

The only true way to increase isk sinks in EVE is to increase the costs of NPC goods and services. This isk actually leaves the game. Isk leaving your wallet to go to another players wallet is not a sink, even if the items your bought with that isk are destroyed. As stated in the CSM minutes, the biggest isk sink currently in the game is skill books, many of these are very expensive, with some being hundreds of millions of isk. Every time CCP removes a NPC seeded item to make it player generated they are eliminating an isk sink.

The only true way to reduce isk faucets is to reduce the payouts in isk from NPC's to players. Not to suggest reducing the rewards for missions, but only changing more of it from isk, to item and loyalty point rewards. True isk faucets are only isk that is injected into the game when players receive isk from NPC's such as bounties for killing rats, or the isk portion of mission payouts. Trading is not an isk faucet, even though some players can make billions of isk per day, that isk is coming from other players and was already in the game. This can actually be beneficial as having billions of isk sitting in a players wallet not being used is temporarily out of the game. This isk however can be reinjected into the EVE economy at any time.

If CCP was to revamp missions to pay out less isk, but more item an loyalty rewards they would not only reduce one of the bigger faucets but increase a sink as any isk spend with loyalty points to purchase an item from the loyalty points store is a sink. A side effect of this change would be that mission rewards would no longer be linear, but would fluctuate with the market, as the value of the reward items changed.

If a level 4 missions that currently pays 20M in bounties and 4M missions pay out was changed to give say 10M in bounties, 1M in mission payout but had a valuable implant or module and significant loyalty points added so the overall payout went from around 30 mil to around 40 mil would that really be a bad thing? Sure it would take more work for missions runners to convert thos items and loyalty points to isk, but overall the reward would be better, while the isk faucet was drastically reduced.

I know this is far easier said then done, but these are the types of drastic measures we would need in EVE to actually curb the inflation and get the isk faucets under control.

It is far easier to make little tweaks to the isk sinks, as suggested before, increasing NPC fee's from the meaningless pittance they are now to an actual cost. CCP has already done this successfully with PI tax. It used to be insignificant, but now actually needs to be considered in your calculations or you could quickly lose your profits.

A similar isk sink was added to the passive data core generation. Now every data core is an 10,000isk sink.

They could do this across many interactions in EVE. increase market tax to a point where you need to actually pay attention to it when buying/selling items. The best market traders in the game already work with margins were tax could make or break the their profits. If this tax became a noticeable amount for everyone that would be a huge overall sink. After all, from a lore perspective, where do the empires get the isk to operate from, they have navies to support, star-gates and stations to maintain, politicians ans personnel to pay. Empires get their isk from tax, if you want to live in the security of high sec, the taxes you pay for the services the empire provides should be significant. Also station slots in empire. using a research or manufacturing slot for 30 days costs what? 20-30k isk. Not even enough for most players to bother looking at. It would not be unreasonable for 30 days use of a high sec station slot to be 1M isk. this could also help push more industrial players into their own POS or low and null where taxes are much lower.
Bugsy VanHalen
Society of lost Souls
#126 - 2013-01-25 18:26:06 UTC  |  Edited by: Bugsy VanHalen
What if there was a wealth tax added, where a percentage of the isk in your bank/wallet was taxed by concord every month to support CONCORDS on going actives. This would be a low percentage like say 1%, so it would not hurt the average player. But those who have many billions of isk in their wallet, it would result in a big isk sink. If there is 30 trillion isk spread across all the accounts in EVE that would be 300 Billion isk per month into a tax sink. The wealthy players could convert more of there isk stockpile into assets to reduce this tax, but as long as the isk is in the game, no matter how it is distributed across the 400,000 or so accounts, the overall isk sink would be the same.

This would in a sense make the EVE economy self correcting. the more isk is in circulation, across all accounts, the more isk would be sinked each month. Eventually that sink would automatically balance with the isk faucets. The amount of isk going out to this sink would gradually reduce until the sink was equal to the current faucet then it would balance out, with the isk going out equal to the isk coming in.

Moving forward any change CCP made affecting the faucet/sink balance would cause the total amount to increase or decrease depending on the total isk in circulation. it would not even have to be 1% it could be 0.5% or even 0.1%. The lower the tax rate the more gradual the shift and the less impact it will have on individual players.

Say for example the current isk sink/faucet balance allows the EVE economy to accumulate 70 billion additional isk per month. We know that the EVE economy currently contains about 30 trillion isk. With a global bank tax affecting every person. corp, alliance wallet, and all the divisions. Basically every single isk in game, the entire 30T. If that tax rate was 0.5% that would pull 150 billion out of the game per month. Taking into account the example of 70 bil excess faucet over the current sinks, At 0.5% tax the new tax would balance the faucet sink at 14 Trillion isk total in the EVE economy.

In this example it would take over 9 years for this balanced to be reached naturally. But the short term benefit would be it would instantly stop the inflation of the total isk available in the EVE economy. It does not matter how long it takes, or even if that balance is ever reached, as long as the tax rate is high enough to exceed the isk inflation value what ever that is, the total isk available in the game with reduce each month instead of increase. But never drop below that point of balance.

I do not know how close 70 Bil is to that right number. In concept it really does not matter. Besides that number changes depending on the activity of players and number of active subs. If EVE continues to grow the balance could shift to a much higher number. But the concept is to curb inflation. The more isk that comes into the game thru faucets the bigger this tax sink becomes. At 0.5% tax the current EVE economy could handle a 150 bil excess isk faucet without experiencing inflation. For the average established player with 2 bil isk in their wallet the "tax" would be 10 mil per month certainly not a burden with a wallet of 2 Bil. The average newer player that struggles to get 100M in there wallet would pay 500k per month. still not a burden. ! BS rat bounty worth of "tax".

To ease the burden I would have tax paid 1-2 days after corp/alliance station/sov bills. So the Bills get paid first and you are only taxed on what is left. Not that 0.5% would be a burden, but if you put just enough isk into a wallet division to cover the bill you don't want to end up 0.5% short because the tax ticked first.

For this to work bills would have to be paid on a given day each month, regardless of the start date for the fee's. Say on the first of every month, With "tax" being paid on the 5th. This way you are not getting taxed on the isk that goes out to pay sov bills or office rentals, etc. Some players would manipulate this to minimize their wallet at the beginning of each month, but as long as that isk stays in the economy it will be taxed, regardless of whose wallet it is in. This could at the same time create more predictable market fluctuations. Everyone buying goods at the end of the month to reduce their wallets and selling again after the 5th would create opportunities for newer traders with smaller wallets to get into the market by selling at the end of the month, and buying back mid month when the prices are down. If everyone with a fat wallet decided to keep there wealth in assets rather than isk, well that isk would not be gone, just distributed more. When you use your 30B or 100B wallet that isk just goes into the wallet of who ever you bought the goods from. It will still get taxed. What is the better option? lose 0.5% per month of your 50-60% or mre profits, or risking losing much more if the market for what ever you invest that isk in drops.

Some wealthy trader decides he will beat the system by investing his wealth into PLEX he spends 50B on PLEX at 550M per unit. He now has 90 PLEX sitting in his hanger instead of 50B in his wallet. PLEX then drops to 540M. He just lost 900M isk in value due to PLEX dropping in price. The tax on that 50B would have only been 250M.
Kara Books
Deal with IT.
#127 - 2013-01-25 19:33:30 UTC
Daniel Plain wrote:
Kara Books wrote:
NPC prices for everything need more increase.

Mission difficulty of NPC rats need an increase and payout increased depending on the specific difficulty of said rat in mission.

I propose, half the rats in missions get completely random difficulty modifiers, from 1-10, 1 would pay the least ISK for that rat kill 10 would pay the most and of course the drops must be stingy on the 10's and 1's while 7-8 yield meta 4 loot and a .0000001% chance for random officer type drop.

possibly even giving players a chance to play easy mode with half payout drops and bounty and regular mode for new changes to even things out commercially wise.

"this change would also greatly benefit new players"


this would benefit old players who get borred.

this would make mission running fun for more then 6 months at a time, perhaps CCP's creativity could play that role.
Sairi Katelin
State War Academy
Caldari State
#128 - 2013-01-26 21:42:49 UTC
Bugsy VanHalen wrote:
A sink is existing isk in the game being removed. having to buy a new ship is not an isk sink, as that isk does not leave the game, it goes to who ever you bought the ship off of. When a ship gets destroyed is it an isk sink? No, Why? Even if the total isk value of the items destroyed is greater than the value of the dropped loot plus the insurance payout. It would seem like an isk sink, but really no isk was actually removed from the game.
This is the Broken Window Fallacy. Yes, the miners and shipbuilders get isk to replace the ship. However, if the Hulk had not been destroyed, that isk would have been available for the miner to re-invest and spend elsewhere. The cost of the barge is canceling out the mining time for the materials to build the barge, instead of being leveraged more efficiently.
Quote:
Since minerals are constantly regenerated through re-spawning asteroid belts no actual isk was lost
Are you really going to add M.I.M.A.F. to your economic stumblings? The mining costs time - time which could have been spent elsewhere.
DarthNefarius
Minmatar Heavy Industries
#129 - 2013-01-28 06:45:09 UTC
Sairi Katelin wrote:
Bugsy VanHalen wrote:
A sink is existing isk in the game being removed. having to buy a new ship is not an isk sink, as that isk does not leave the game, it goes to who ever you bought the ship off of. When a ship gets destroyed is it an isk sink? No, Why? Even if the total isk value of the items destroyed is greater than the value of the dropped loot plus the insurance payout. It would seem like an isk sink, but really no isk was actually removed from the game.
This is the Broken Window Fallacy. Yes, the miners and shipbuilders get isk to replace the ship. However, if the Hulk had not been destroyed, that isk would have been available for the miner to re-invest and spend elsewhere. The cost of the barge is canceling out the mining time for the materials to build the barge, instead of being leveraged more efficiently.
Quote:
Since minerals are constantly regenerated through re-spawning asteroid belts no actual isk was lost
Are you really going to add M.I.M.A.F. to your economic stumblings? The mining costs time - time which could have been spent elsewhere.


Sorry but in no way is ISK destroyed when a ship goes poof and with insurance its actually an ISK faucet.
( I guess there are though 2 special circumstances of preventing ISK to be fauceted: when a ship is destroyed & its destroyed loot contained sleeper 'blue loot' or DED Tier X overseer items you are in a way preventing a future fauceting of ISK. )

Ship destruction though could be considered a mineral/material sink.
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Debra Tao
Perkone
Caldari State
#130 - 2013-01-28 09:03:29 UTC
It's not like almost one page of this thread is about explaining why a ship destruction is actually a faucet...
Jerry T Pepridge
Meta Game Analysis and Investment INC.
#131 - 2013-01-28 09:07:58 UTC
Debra Tao wrote:
It's not like almost one page of this thread is about explaining why a ship destruction is actually a faucet...


gonna need to see a contract thread, regarding this.

@JerryTPepridge

Debra Tao
Perkone
Caldari State
#132 - 2013-01-28 09:15:26 UTC
lawl

On a more serious note, 200mil is a big sum for some people, i haven't asked for this thread nor write it but it makes sense. Even if the phrasing is kinda ridiculous.
Jerry T Pepridge
Meta Game Analysis and Investment INC.
#133 - 2013-01-28 09:19:23 UTC
Debra Tao wrote:
200mil


it looked better when your alt said it like this: 200m (two hundred million) ISK, more official.

@JerryTPepridge

Debra Tao
Perkone
Caldari State
#134 - 2013-01-28 09:23:11 UTC
I usually don't go that deep into the Meta Game Analysis you see.
Barakach
Caldari Provisions
Caldari State
#135 - 2013-01-28 18:52:14 UTC
Sairi Katelin wrote:
This is the Broken Window Fallacy. Yes, the miners and shipbuilders get isk to replace the ship. However, if the Hulk had not been destroyed, that isk would have been available for the miner to re-invest and spend elsewhere. The cost of the barge is canceling out the mining time for the materials to build the barge, instead of being leveraged more efficiently.


You're mixing up money and value.

ISK has no value in-and-of-itself, it's the player time that gives it value. Destroying a Hulk removes value from the system, but does not remove ISK.

At first, this sounds bad. If a Hulk was removed and value is now lost, one would think value has gone down. Instead, this causes demand. Every Hulk lost increases the value of all other Hulks, increasing demand for Hulks.

In the end, it's all about balance. There is no "this is always good and that is always bad", it really depends.
Mikhael Taron
Four Winds Industry
#136 - 2013-02-13 20:10:17 UTC
The nulsec alliances have the biggest faucets and regularly inject the isk into the economy via jita. They get a large amount of isk from anomolies which they generate using infrastructure. Those anomolies give the runner 20M isk per tick in bounties; 3 per hour. That's on the conservative side. The amount of isk pumped into the game borders on the eye-watering.

If the wish is to reduce the amount of isk sloshing around, to head off hyperinflation, then these faucets need to be turned off. Then let the sinks do their work.

Nulsec players will need to expend more energy in mining and manufacturing instead of gorging themselves in the isk-trough and then coming to hisec to buy equipment.

After all, it's a bit rich these alliances go to nulsec to carve out our own destiny (snigger), but keep coming back to mummy for lunch.

You can fool some of the people all of the time. You can fool all of the people some of the time. You can make a fool out of yourself anytime.

mynnna
State War Academy
Caldari State
#137 - 2013-02-13 21:04:57 UTC  |  Edited by: mynnna
Mikhael Taron wrote:
The nulsec alliances have the biggest faucets and regularly inject the isk into the economy via jita. They get a large amount of isk from anomolies which they generate using infrastructure. Those anomolies give the runner 20M isk per tick in bounties; 3 per hour. That's on the conservative side. The amount of isk pumped into the game borders on the eye-watering.

I can make a reasonable argument that the faucet from bounties in highsec missions is as big if not bigger than the faucet from anomalies in nullsec. Wanna see it? Here.



Those were April 16th, so it'd have been a Sunday that he was referring to. Sunday is often one of the busiest days on the server, so they're probably the high point for the week. Anyway, the total for just those five highsec regions is almost 2.1 million kills. Now, the total from those five nullsec regions is about 311k. I'll grant that there are 36 additional uncounted nullsec regions, but we know that they must have less than 58k kills - otherwise, they'd have bumped Deklein from the top 5.

So lets be generous. Lets assume that each and every single one of those 36 regions saw 57.99k NPC kills that previous day. What's that give us total? About 2.4 million kills.

In other words, if we make a ridiculously generous assumption for how many kills the uncounted nullsec regions total up to, we arrive at a number only barely larger than the top five highsec regions... and there are eighteen more highsec regions not counted.

So, sorry kid, the "blame" for the faucet from bounties is probably split evenly, at best, between highsec and nullsec. But a definite slant towards highsec wouldn't surprise me, either.

Member of the Goonswarm Economic Warfare Cabal

Alex Grison
Grison Universal
#138 - 2013-02-13 21:08:07 UTC
Quote:
So, sorry kid


I like how you added that to try to make yourself seem bigger.

yes

mynnna
State War Academy
Caldari State
#139 - 2013-02-13 21:10:15 UTC
If he wants to be derisive and condescending, I reserve the right to be derisive and condescending in return. Blink

Member of the Goonswarm Economic Warfare Cabal

Elizabeth Norn
Nornir Research
Nornir Empire
#140 - 2013-02-13 23:35:47 UTC
mynnna wrote:
If he wants to be derisive and condescending, I reserve the right to be derisive and condescending in return. Blink


Two wrongs...Roll