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Fix Null > Nerf Hi

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Author
RubyPorto
RubysRhymes
#501 - 2013-02-27 04:29:37 UTC  |  Edited by: RubyPorto
Tesal wrote:
RubyPorto wrote:
...Wrong again. As I keep saying, I want HS and Nullsec to be competitive with each other...


How do you propose striking that balance without going too far? If you get it wrong you cripple hi-sec industry. How much is enough for null?


For a First Draft:

Aside from the neccessary capacity fixes to Nullsec Station manufacturing and POS industry fixes:
1. Make NPC station slot costs dynamic, like Corp Office costs. (i.e. Let the market decide for themselves how much safety is worth instead of directly subsidizing safety.)
2. Drastically reduce the number of NPC station slots available (otherwise 1 will not have a significant effect besides dispersing production around HS) (this includes LS and NPC null).
3. Prepare a progressive series material multiplier for all HS slots (POS and Station) if 1, 2, and the Nullsec fixes to not balance production location to CCP's liking (likely necessary, as the NPC station slot nerfs would only serve to drive people to HS POSes)(6 months after the initial changes is likely a good timeline to start).
3a) Prepare a similar multiplier for LS/NPC Null for the possibility that they end up with all the manufacturing.

Aim for a balance between production in HS, LS, NPC Null, and Sov Nullsec. Most of these are self correcting, and the ones that aren't would be rolled out slowly so that CCP could judge the effects.

In other words, the way to not get it wrong is to do it slowly and allow the market to determine the extent of the cost hikes as much as possible.

(Oh, and I'd limit the NPC slots in newbie stations to those items that are required to be produced in the tutorials, because they should have access to at least those.)


Another option to allow newer industrialists to start up the ladder would be to introduce differentiated (i.e. POS-like) manufacturing slots in some stations (Here's a station with 50 slots, but it can only build T1 Ammo, etc.).

"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

RubyPorto
RubysRhymes
#502 - 2013-02-27 04:35:46 UTC  |  Edited by: RubyPorto
Aren Madigan wrote:
The point was there's only so many times you can do a large increase before it starts getting into the ridiculous region, so you can't say it doesn't matter.

Good thing that's not what I said. I said that the last one didn't matter, and that I don't think another doubling of frigate prices would. I did not extend my assertion to any n multiplier.

You still have yet to justify why you think a doubling would be neccessary, nor why you think the next doubling would be crippling (in the part I didn't quote, you described what activities would be affected, which is not a justification for claiming that those activities would be crippled).


Quote:
Also I never said don't fix it.


Yes you have. Every time you say "AHHH You can't nerf HS," you are saying "Don't fix it." Unless you've come up with a new idea for how to allow Nullsec to be competitive with HS without nerfing HS since we showed the last one was woefully insufficient?

Quote:
You're asking for null sec dominance.


And you still haven't learned the difference between Economic and Normal profits.

Quote:
Your fix isn't just hard. Its a flat out impossible way to do what you claim to want to accomplish, or at the very least, not viable in the lifetime of the game.

Umm....
Quote:
Also I never said don't fix it.

So... you're saying "Fix it" but "Fixing it is impossible." ....'kay

"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

Aren Madigan
The Scope
Gallente Federation
#503 - 2013-02-27 04:46:32 UTC  |  Edited by: Aren Madigan
RubyPorto wrote:

So... you're saying "Fix it" but "Fixing it is impossible." ....'kay

OK, now its clear you're just not listening and don't care what others say. Not agreeing with your way isn't "don't fix it". It's someone not agreeing with your method or the merits of it. Get out of that mindset then we can talk.

And you also don't seem to get understand the difference of your words yourself, or explain them, because you're really failing at economics right now pretty harshly. Everything I know and have looked up has disagreed with you. I could post more links again, but you'd ignore them as usual. So you're just not worth discussing with right now.
Tesal
#504 - 2013-02-27 04:48:35 UTC
RubyPorto wrote:
Tesal wrote:
RubyPorto wrote:
...Wrong again. As I keep saying, I want HS and Nullsec to be competitive with each other...


How do you propose striking that balance without going too far? If you get it wrong you cripple hi-sec industry. How much is enough for null?


Aside from the neccessary capacity fixes to Nullsec Station manufacturing and POS industry fixes:
1. Make NPC station slot costs dynamic, like Corp Office costs. (i.e. Let the market decide for themselves how much safety is worth instead of directly subsidizing safety.)
2. Drastically reduce the number of NPC station slots available (otherwise 1 will not have a significant effect besides dispersing production around HS) (this includes LS and NPC null).
3. Prepare a progressive series material multiplier for all HS slots (POS and Station) if 1, 2, and the Nullsec fixes to not balance production location to CCP's liking (likely necessary, as the NPC station slot nerfs would only serve to drive people to HS POSes)(6 months after the initial changes is likely a good timeline to start).
3a) Prepare a similar multiplier for LS/NPC Null for the possibility that they end up with all the manufacturing.

Aim for a balance between production in HS, LS, NPC Null, and Sov Nullsec. Most of these are self correcting, and the ones that aren't would be rolled out slowly so that CCP could judge the effects.

In other words, the way to not get it wrong is to do it slowly and allow the market to determine the extent of the cost hikes as much as possible.

(Oh, and I'd limit the NPC slots in newbie stations to those items that are required to be produced in the tutorials.)


That at least gives me an idea where you want to start. That is not a modest change, its big.
Mara Rinn
Cosmic Goo Convertor
#505 - 2013-02-27 05:52:51 UTC
Tesal wrote:
That at least gives me an idea where you want to start. That is not a modest change, its big.


And it would be an awesome start.
RubyPorto
RubysRhymes
#506 - 2013-02-27 06:44:23 UTC  |  Edited by: RubyPorto
Aren Madigan wrote:
RubyPorto wrote:

So... you're saying "Fix it" but "Fixing it is impossible." ....'kay

OK, now its clear you're just not listening and don't care what others say. Not agreeing with your way isn't "don't fix it". It's someone not agreeing with your method or the merits of it. Get out of that mindset then we can talk.

And you also don't seem to get understand the difference of your words yourself, or explain them, because you're really failing at economics right now pretty harshly. Everything I know and have looked up has disagreed with you. I could post more links again, but you'd ignore them as usual. So you're just not worth discussing with right now.


Ok, so you disagree with my goal** of Nullsec industry being competitive* with HS industry. That's fine.

What's your goal for rebalancing Nullsec industry?


*If one firm cannot reach the same level of economic profits as another, that firm is not competitive with the other.

**Which actually may be a more modest one than CCP's:
http://community.eveonline.com/devblog.asp?a=blog&bid=946
"Nullsec
Industry
Lucrative"

Since Lucrative usually implies greater than normal Economic profits.

"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

RubyPorto
RubysRhymes
#507 - 2013-02-27 06:45:42 UTC  |  Edited by: RubyPorto
Tesal wrote:
That at least gives me an idea where you want to start. That is not a modest change, its big.


And it's not a modest imbalance. It's big.

Removing AOE Doomsdays was a tremendous Nerf to Titans. It was needed because Titans were tremendously overpowered.

The bigger they are...



Edited for style (wanted to properly mirror your phrasing).

"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

Caitlyn Tufy
Perkone
Caldari State
#508 - 2013-02-27 07:12:27 UTC  |  Edited by: Caitlyn Tufy
Malcanis wrote:
Caitlyn Tufy wrote:
I disagree. One of the core mechanics of EVE economy is trade - trade between various parts of the game. By separating manufacturers, you reduce an important drive to keep trade lanes open and (relatively) safe.


OK, let's swap the relative amounts of production in hi-sec and 0.0. We'll do ~95% of production in 0.0, and that production will have to supply hi-sec. Thus preserving the volume of "trade" which you think is the most important factor, right?

Right?


Nope, not at all. The majority of isk destruction happens in null - if you offer full access to optimal industry there, you would make large coalitions largely self-sufficient and eliminate another conflict driver. I'm looking to increase this conflict driver by effectively forcing players to travel and secure routes through hostile territory. That's why I don't believe all the industry should be placed into null or wormhole space or whatever. It's also why I believe that stationary rewards are a bad idea - by moving them around, you make major players pursue them, bringing them in conflict with other entities in game.

Simply put, I believe null is far too stable for what it's ment to be, a chaotic "wild west" of EVE, where players are thrown into the whirlwind while rushing for gold that everyone wants to get their hands on. Meanwhile, high sec is supposed to be "the old world" - a place where you may find steady income, but where competition and high taxes may drive your business down.

To give you an example of what I'm thinking of - think of mining, a lucrative business of plowing through rocks, looking for valuables. The game was set up in such a way that null mining would be the most lucrative, while optimal refining would be available in high sec. Problem is, high sec mining is competitive with null sec one, giving players no incentive to move to null, as they now have both mining and refining in high. That's what should be solved.

That's also why I'm saying that giving high, low, null, WH their "specializations" would imo be a good idea - you could do it all at one place, but to optimize it, you'd need to use those "specializations", again driving conflict to secure the routes, defend the industry (basically, sov), drive out nomads seeking your resourcers and so on.
RubyPorto
RubysRhymes
#509 - 2013-02-27 07:22:32 UTC
Caitlyn Tufy wrote:
[The majority of isk destruction happens in null


Relatively little ISK is destroyed in Null. I mean Sov costs something, but it's small potatoes compared to the scale of other ISK sinks, and is certainly smaller than the insurance faucet caused by all of those materials being destroyed.

Nutty amounts of Materials are destroyed though.

Quote:
- if you offer full access to optimal industry there, you would make large coalitions largely self-sufficient and eliminate another conflict driver.

The drive to Jita is not a conflict driver. Having industrial targets floating around in space would be.

As for Self sufficiency,
http://community.eveonline.com/devblog.asp?a=blog&bid=946
"Nullsec
Industry
99% Self Sufficient By Volume"

Quote:
Simply put, I believe null is far too stable for what it's ment to be, a chaotic "wild west" of EVE

You're thinking of WH space, NPC Nullsec, and maybe LS. Sov Nullsec is designed for players to be able to build space Empires.

"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

Nicolo da'Vicenza
Viziam
Amarr Empire
#510 - 2013-02-27 07:39:11 UTC  |  Edited by: Nicolo da'Vicenza
Quote:
The majority of isk destruction happens in null - if you offer full access to optimal industry there, you would make large coalitions largely self-sufficient and eliminate another conflict driver. I'm looking to increase this conflict driver by effectively forcing players to travel and secure routes through hostile territory.
The current 'conflict driver' of supply-based primary economy is pathetically weak. Don't believe me? Here's a fun experiment: 50% of highsec's total output winds up in null, but you can find more afk autopiloting freighters on any given highsec gate at any given time then died in all of highsec for that day. How much would you say 50% of highsec's collective output is in a day? if it's 'more then 5 freighters', then I got news for you - the current system isn't a 'conflict driver'. Having nullsec produce where it consumes would invite far, far more conflict.

Caitlyn Tufy wrote:

Simply put, I believe null is far too stable for what it's ment to be, a chaotic "wild west" of EVE
This intention of nullsec died in 2004, if not sooner. CCP has since moved on to wormholes.
CCP Eterne
C C P
C C P Alliance
#511 - 2013-02-27 09:41:27 UTC
Removed another bit of trolling from this thread.

EVE Online/DUST 514 Community Representative ※ EVE Illuminati ※ Fiction Adept

@CCP_Eterne ※ @EVE_LiveEvents

Yonis Kador
KADORCORP
#512 - 2013-02-27 11:14:40 UTC
I have no issue with increased taxes/fees on manufacturing slots. But I think if they're changed, those fees should maybe be relative to npc corp standing like the refine tax.

I do start having issues when people advocate removing abilities (like t2 production - as this is a goal I'm actively working toward) entirely out of high sec or making high sec npc manufacturing slots scarce. Folks are welcome to disagree, but I can't see how increasing competition for available slots is a good thing for new players or smaller corps. The casual gamer would be affected disproportionately. Would those folks really anchor a POS and adapt or just quit playing? Fuel blocks are expensive. Even fueling a small POS costs about 100 mill / month.

Not to mention that someone had better model these changes to see what having 10-30 day waits (like public research slots) on public manufacturing slots would do to high sec industry, the in-game economy, and subscriber numbers. I suspect the answer is nothing good.

Prices are guaranteed to rise on all items if production plummets. And industry would then center around whichever systems still had public slots. With competition for those slots increased exponentially, a player like me would have no choice but to use my research POS for manufacturing.

This would effectively tether my game to my POS location and that's not something I'd be eager to see transpire. The vast majority of my game occurs nowhere near my POS. I didn't achieve standings with 14 npc corps so I would have to stay in the system where I anchored my POS. The ability to be an industrial nomad has been hugely beneficial to my gameplay since I'm able to be effective virtually anywhere. And as player fluidity is conducive to pgc, its not even a great idea for the quality of pgc either. The hits don't even end there. Industrial arrays eat up so much cpu/pwg, I wouldn't even be able to keep my labs online. And there's no way everyone in the game will be able to grind 300 mill isk/ month to power a large pos just to operate labs AND industry simultaneously.

Geez Louise. I can appreciate that there is imbalance in the game. But I cannot accept that expanding null production capability while destroying my game in the process is what's going to fix EVE.

YK
Primary Me
Native Freshfood
Minmatar Republic
#513 - 2013-02-27 11:31:05 UTC  |  Edited by: Primary Me
Yonis Kador wrote:
I have no issue with increased taxes/fees on manufacturing slots. But I think if they're changed, those fees should maybe be relative to npc corp standing like the refine tax.

I do start having issues when people advocate removing abilities (like t2 production - as this is a goal I'm actively working toward) entirely out of high sec or making high sec npc manufacturing slots scarce. Folks are welcome to disagree, but I can't see how increasing competition for available slots is a good thing for new players or smaller corps. The casual gamer would be affected disproportionately. Would those folks really anchor a POS and adapt or just quit playing? Fuel blocks are expensive. Even fueling a small POS costs about 100 mill / month.

Not to mention that someone had better model these changes to see what having 10-30 day waits (like public research slots) on public manufacturing slots would do to high sec industry, the in-game economy, and subscriber numbers. I suspect the answer is nothing good.

Prices are guaranteed to rise on all items if production plummets. And industry would then center around whichever systems still had public slots. With competition for those slots increased exponentially, a player like me would have no choice but to use my research POS for manufacturing.

This would effectively tether my game to my POS location and that's not something I'd be eager to see transpire. The vast majority of my game occurs nowhere near my POS. I didn't achieve standings with 14 npc corps so I would have to stay in the system where I anchored my POS. The ability to be an industrial nomad has been hugely beneficial to my gameplay since I'm able to be effective virtually anywhere. And as player fluidity is conducive to pgc, its not even a great idea for the quality of pgc either. The hits don't even end there. Industrial arrays eat up so much cpu/pwg, I wouldn't even be able to keep my labs online. And there's no way everyone in the game will be able to grind 300 mill isk/ month to power a large pos just to operate labs AND industry simultaneously.

Geez Louise. I can appreciate that there is imbalance in the game. But I cannot accept that expanding null production capability while destroying my game in the process is what's going to fix EVE.

YK

Perhaps you could start using all the extra slots in low if all the slots in hi are exhausted.
Lin Suizei
#514 - 2013-02-27 11:49:42 UTC
Yonis Kador wrote:
Prices are guaranteed to rise on all items if production plummets. And industry would then center around whichever systems still had public slots. With competition for those slots increased exponentially, a player like me would have no choice but to use my research POS for manufacturing.
...
And there's no way everyone in the game will be able to grind 300 mill isk/ month to power a large pos just to operate labs AND industry simultaneously.


Wouldn't this state of affairs be fantastic? New players might then be incentivized to pool together their resources to buy, maintain and defend a medium or large POS to do highsec research and industry, creating player-generated content that actually involves multiple (actively engaged) players instead of one dude "grinding" pos fuel costs every month so he can continue to play by himself, shielded from non-consensual pewing by CONCORD's skirt!

Lol I can't delete my forum sig.

Yonis Kador
KADORCORP
#515 - 2013-02-27 11:50:03 UTC
Though I'm sure the low-sec, gate-camping lobby would love to see dozens of freighters loaded with expensive goods passing by daily, the suggestion doesn't alter the reality that some of these ideas aren't just game-altering - they're potentially game-breaking. But debating this particular point is kinda silly, as CCP will never force all of high sec into low to manufacture goods. High sec pays their salaries and I'm sure they're keenly aware of the value those players represent.

YK
Malcanis
Vanishing Point.
The Initiative.
#516 - 2013-02-27 11:52:56 UTC
Caitlyn Tufy wrote:
Malcanis wrote:
Caitlyn Tufy wrote:
I disagree. One of the core mechanics of EVE economy is trade - trade between various parts of the game. By separating manufacturers, you reduce an important drive to keep trade lanes open and (relatively) safe.


OK, let's swap the relative amounts of production in hi-sec and 0.0. We'll do ~95% of production in 0.0, and that production will have to supply hi-sec. Thus preserving the volume of "trade" which you think is the most important factor, right?

Right?


Nope, not at all. The majority of isk destruction happens in null - if you offer full access to optimal industry there, you would make large coalitions largely self-sufficient and eliminate another conflict driver. I'm looking to increase this conflict driver by effectively forcing players to travel and secure routes through hostile territory. That's why I don't believe all the industry should be placed into null or wormhole space or whatever. It's also why I believe that stationary rewards are a bad idea - by moving them around, you make major players pursue them, bringing them in conflict with other entities in game.

Simply put, I believe null is far too stable for what it's ment to be, a chaotic "wild west" of EVE, where players are thrown into the whirlwind while rushing for gold that everyone wants to get their hands on. Meanwhile, high sec is supposed to be "the old world" - a place where you may find steady income, but where competition and high taxes may drive your business down.


Hi-sec is supposed to be the starter area....

I think it's ridiculous to constrain hi-sec under that long outdated assumption, but it's just as ridiculous to constrain 0.0 with the equally outdated "wild west" concept.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#517 - 2013-02-27 11:54:43 UTC
Yonis Kador wrote:
Though I'm sure the low-sec, gate-camping lobby would love to see dozens of freighters loaded with expensive goods passing by daily, the suggestion doesn't alter the reality that some of these ideas aren't just game-altering - they're potentially game-breaking. But debating this particular point is kinda silly, as CCP will never force all of high sec into low to manufacture goods. High sec pays their salaries and I'm sure they're keenly aware of the value those players represent.

YK


It's been said a few times, but I'll say it again just to help you out personally: the aim isn't to "force" anyone anywhere, it's to stop people being "forced" into hi-sec if they want to produce anything except supercaps or ratting ammo.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Skeln Thargensen
Doomheim
#518 - 2013-02-27 12:11:28 UTC
no one is forced to manufacture anything, since there is a fully functioning market.

I can understand that it's difficult living in null without facilities close by but should it really be easy?

forums.  serious business.

Yonis Kador
KADORCORP
#519 - 2013-02-27 12:21:44 UTC
Oh, thanks Malcanis, but I've never assumed that (and stated as much.) I was replying to the guy above me but didn't quote his remarks.

You know, this is a complicated, multi-faceted issue with implications that affect everyone. Its not the kind of thing you just poke a stick at to see what happens. I just wanted to point out that some of the suggestions presented would be hugely game-altering. And while someone like me may stick around because I'm devoted to EVE, depending on how severe the changes alter gameplay, the same probably can't be said for all.

I wanted to add too for Lin Suizei that engaging players isn't dependent upon corp membership. There are many definitions of social within the context of EVE. Players who contribute to the forums, chat in player channels, facilitate emergent content, attend player events - in-game and out, and those who duel, are plenty social and none of those things are dependent upon the number of folks in their corp.

YK
Aren Madigan
The Scope
Gallente Federation
#520 - 2013-02-27 12:54:22 UTC
RubyPorto wrote:
What's your goal for rebalancing Nullsec industry?


Simple way to put it? Needs to be cheaper to produce in null sec than it is to import goods from high sec and the best methods of production need to have some sort of danger involved. Even if it just means fixing POSs because that way, even if they are in high sec, its not even remotely close to safe if someone wants to stop them. A good method and reason to spread goods throughout null sec is also something that should be looked at. In otherwords, null sec needs to be king for serving null sec with the border reasons having a slight edge at best at serving high sec when competing against other high sec people due to the added dangers involved. That's what I think would be balanced. Not nullsec being balanced around exporting to high sec. You want more industrial targets, gotta give the industrial targets a reason to stay out there more long term anyways.