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Fix Null > Nerf Hi

First post First post
Author
Lin Suizei
#521 - 2013-02-27 13:17:19 UTC
Aren Madigan wrote:
You want more industrial targets, gotta give the industrial targets a reason to stay out there more long term anyways.


Why would any industralists move to not-highsec under your scheme, if they can just stay in highsec and continue as they were?

Lol I can't delete my forum sig.

Aren Madigan
The Scope
Gallente Federation
#522 - 2013-02-27 13:21:27 UTC
Lin Suizei wrote:
Aren Madigan wrote:
You want more industrial targets, gotta give the industrial targets a reason to stay out there more long term anyways.


Why would any industralists move to not-highsec under your scheme, if they can just stay in highsec and continue as they were?


Moving things to POS would make it matter less in the first place as it can be attacked in high sec, but beyond that

1) The best null sec industry profits would be in null sec.
2) It'd be cheaper to run things in null sec, so survival and good logistics would make it more profitable.
3) Alliance industrialists would have a reason to stay out there rather than export goods.
Takseen
Federal Defense Union
Gallente Federation
#523 - 2013-02-27 13:22:40 UTC
Lin Suizei wrote:
Aren Madigan wrote:
new players wouldn't have a place in industry everything ends up more expensive while screwing everyone not in those border regions for something that the industry system was never meant to be balanced around.


Why should a new player be able to compete in industrial enterprise with players who have invested ISK, time and effort into building well-oiled industrial empires? This is like saying a new miner in a Retriever should be able to compete with a seasoned bot-aspirant with 100+ accounts and Orca boosts - he shouldn't.


A new miner can compete with the multiboxer(bot miners don't exist, don't be silly) because he has no operating costs beyond his time invested, even if he's earning way less per hour, and there's always a demand for more ore.
A newbie industrialist would have a much harder time if station slots were reduced or fees increased too much, because he may not be able to make a profit at all. So they'd need some protection to get started. Much like Novice plexes and the frigate buffs helped get newbies into FW pvp.
Takseen
Federal Defense Union
Gallente Federation
#524 - 2013-02-27 13:26:49 UTC
Skeln Thargensen wrote:
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?


A market supplied by player manufacturers, lest we forget.
From a balance point of view:
Nullsec - low overheads, high efficiency, difficult logistics, poor safety
Highsec - high overheads, low efficiency, easy logistics, excellent safety
makes more sense than giving all the advantages to Highsec as is the case now.
Takseen
Federal Defense Union
Gallente Federation
#525 - 2013-02-27 13:29:10 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


And the award for "I just read the thread title and didn't bother with the rest" goes to...
Malcanis
Vanishing Point.
The Initiative.
#526 - 2013-02-27 13:31:59 UTC
Yonis Kador wrote:
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


Well I can't answer for other people's bad ideas and posts, but why not focus on the ones that aren't spiteful "wreck hi-sec" jibes.

As you can surely admit, hi-sec production professions receive massive subsidies, and hi-sec and 0.0 production is nowhere near balanced, as evidenced by the fact that virtually all production takes place in hi-sec. Where hi-sec NPC facilities are perfect and effectively free, it's not possible to make null based production competitive unless CCP either charge hi-sec producers realistic fees or directly subsidise 0.0 producers by literally paying them to make/invent/research.

"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.
#527 - 2013-02-27 13:34:50 UTC
Skeln Thargensen wrote:
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?


No one's asking for it to be easy. We're asking for it to be equally viable. We're willing to accept increased risk, difficulty and effort, as long as that's rewarded with sufficient comparitive advantage to make it worthwhile.

You ask if null should be easy: a fair question

You should also ask if hi-sec should be profitable.

"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.
#528 - 2013-02-27 13:36:10 UTC
Takseen wrote:
Lin Suizei wrote:
Aren Madigan wrote:
new players wouldn't have a place in industry everything ends up more expensive while screwing everyone not in those border regions for something that the industry system was never meant to be balanced around.


Why should a new player be able to compete in industrial enterprise with players who have invested ISK, time and effort into building well-oiled industrial empires? This is like saying a new miner in a Retriever should be able to compete with a seasoned bot-aspirant with 100+ accounts and Orca boosts - he shouldn't.


A new miner can compete with the multiboxer(bot miners don't exist, don't be silly) because he has no operating costs beyond his time invested, even if he's earning way less per hour, and there's always a demand for more ore.
A newbie industrialist would have a much harder time if station slots were reduced or fees increased too much, because he may not be able to make a profit at all. So they'd need some protection to get started. Much like Novice plexes and the frigate buffs helped get newbies into FW pvp.


On the other hand if the tens of thousands of alts of 0.0 players left hi-sec to produce in 0.0, then massive amounts of hi-sec facilities might be freed up, allowing new players better access, lower office rentals, etc.

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

Grath Telkin, 11.10.2016

Buzzy Warstl
Quantum Flux Foundry
#529 - 2013-02-27 13:51:53 UTC
Malcanis wrote:
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.


Well, people are already forced into sovereign nullsec if they want to produce supercaps.

There are 2 issues:
1. Jump freighters make even fairly remote nullsec closer to the nearest highsec trade hub than the highsec trade hubs are to each other.

2. There are higher priority manufacturing jobs for nullsec than T1 and T2 subcap ships and modules.

None of the suggestions for "fixing" nullsec industry so much as acknowledges either of these things, so all of the suggestions are doomed to miss their stated goals and accomplish other things entirely should they be implemented.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

James Amril-Kesh
Viziam
Amarr Empire
#530 - 2013-02-27 13:52:50 UTC
Skeln Thargensen wrote:
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?

Uh, you've got it backwards, the point is that it's actually too easy.
There's very little to no conflict being driven by having large nullsec alliances produce everything in highsec and ship it down. It's not as if having stuff sent from highsec into deep null is particularly risky for us.
Having our industrialists actually live and produce in null would be very lucrative but it would also be a major conflict driver because the facilities would be vulnerable, either to destruction or to being conquered. Think of the major battles you may have heard of being fought over defending/attacking an alliance's CSAA. Now multiply that by ten for the amount of conflict you gain from adding more significant industrial capacity. Now there's more incentive for alliances to actually use and defend the space they live in.

Enjoying the rain today? ;)

Kinis Deren
Mosquito Squadron
D0GS OF WAR
#531 - 2013-02-27 13:57:07 UTC
Malcanis wrote:
Skeln Thargensen wrote:
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?


No one's asking for it to be easy. We're asking for it to be equally viable. We're willing to accept increased risk, difficulty and effort, as long as that's rewarded with sufficient comparitive advantage to make it worthwhile.

You ask if null should be easy: a fair question

You should also ask if hi-sec should be profitable.


I think the latter question is inappropriately phrased as this might suggest you are in favour of high sec being profit neutral or negative for any industry related activity. Rephrasing to "Should null sec industry be more profitable than hi sec industry?" would, I imagine, produce an affirmative answer from most right minded players.
Skeln Thargensen
Doomheim
#532 - 2013-02-27 14:04:45 UTC
Takseen wrote:
A market supplied by player manufacturers, lest we forget.
From a balance point of view:
Nullsec - low overheads, high efficiency, difficult logistics, poor safety
Highsec - high overheads, low efficiency, easy logistics, excellent safety
makes more sense than giving all the advantages to Highsec as is the case now.


you assume logistics in null are going to be more difficult but it's easier than manufacturing in high and shipping down to null.

but that's the point, it's not about balance, since the risk of manufacturing is identical in any sec status station and logistics risk is measured by hostile space to be covered. it's about whether nullsec would benefit from being self-sufficient in a positive way for the game. if it's just a case of tedious alt juggling and jump freighter chains then maybe so or maybe the state of affairs that led to that being possible was just bad game design.

I don't think homogenising the different areas of the game is in any way a good idea though, if anything all profitable PvE should be shunted out of high instead and leave high exclusively for industry and trade, and training.

forums.  serious business.

Kitty Bear
Deep Core Mining Inc.
Caldari State
#533 - 2013-02-27 14:05:29 UTC
Haters are going to hate .. but whatever ..

Hisec is mostly fine as it is.
Losec is mostly fine as it is.
Some parts of Nulsec need to be nerfed.
Some parts of nulsec need to be buffed.
Reprocessing ratios need to be altered accross the board.


Item drops from NPC's has already been reviewed once, and basic T1 modules were removed from the tables, and this was a good change as it made T1 production more relavent. However there are still vast quantities of minerals produced from the reprocessing of 'Meta' items that are found in mission/belt drops.

Reprocessing
If a player cannot build it from a bpo/bpc, remove the [reprocess] option from it.
If you need a "Lore Rational" for the change, then the easiest is :- It was produced by a nonstadard process using materials that the reprocessing facility cannot identify.
This will make minerals sourced from mining more important, especially lo & nul.
It will create a reason to mine there.
It will create a reason to have trade between Nul & Hisec.

Nulsec Nerf
Alliances/Naps are to easy to form, to cheap to maintain and reduce the level of competitive play in nulsec.
Right now it is too easy for an Alliance to have a 1-5 man [Sov Holding] or [PoS Holding] Corp, and the alliance suffers no ill effects from this arrangement.
Make them skill based, make it cost a resonable amount of ISK to maintain.

Add 1-2 Skills that limit the number of corporations in an alliance :-
This would mean Alliance leaders would have to choose between incorporating PoS/SOV holding into thier main structure, to allow for more robust 50+man combat/industry biased corps. Or they reduce thier overall effectiveness by using current holding corp mechanisms.

Add 1-2 skills that limit the maximum number of Positive Standings that can be set :-
This has the potential to increase the amount of conflict, so no-one has ANY reason to complain about that.
Alliance/Corp leaders would have to be more choosy about who they set 'Blue'

Nulsec Buff
As it stands, nulsec cannot compete with hisec on an industrial basis.
It does not have the ability to adequately match the manufacturing, research or Invention potential of any hisec system.
Nulsec is restricted to 1 Outpost per system.
This restriction needs to go.
Removing this restriction would allow nulsec to more reasonable approach hisecs capability for industry
This approach matches the original intent of nulsec "a place where the players can create a capsuleer empire"
Skeln Thargensen
Doomheim
#534 - 2013-02-27 14:07:18 UTC
Malcanis wrote:
Skeln Thargensen wrote:
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?


No one's asking for it to be easy. We're asking for it to be equally viable. We're willing to accept increased risk, difficulty and effort, as long as that's rewarded with sufficient comparitive advantage to make it worthwhile.

You ask if null should be easy: a fair question

You should also ask if hi-sec should be profitable.


it depends what for. Trade and Industry, yeah. PvE, not so much.

forums.  serious business.

Skeln Thargensen
Doomheim
#535 - 2013-02-27 14:17:02 UTC
James Amril-Kesh wrote:
Skeln Thargensen wrote:
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?

Uh, you've got it backwards, the point is that it's actually too easy.
There's very little to no conflict being driven by having large nullsec alliances produce everything in highsec and ship it down. It's not as if having stuff sent from highsec into deep null is particularly risky for us.
Having our industrialists actually live and produce in null would be very lucrative but it would also be a major conflict driver because the facilities would be vulnerable, either to destruction or to being conquered. Think of the major battles you may have heard of being fought over defending/attacking an alliance's CSAA. Now multiply that by ten for the amount of conflict you gain from adding more significant industrial capacity. Now there's more incentive for alliances to actually use and defend the space they live in.


alright, that makes sense. does that encourage larger alliances though? could that lead to a monopoly, even?

forums.  serious business.

monkfish2345
School of Applied Knowledge
Caldari State
#536 - 2013-02-27 14:18:28 UTC
As much as it is easy to look at this as null is broken, high sec is fine. consider things from a enconomic view.

currently high sec earning is high with little to no risk.

so to 'fix null' earning would need to be extremely high with higher risk.....

all this really achieves is to add more inflation to the market. currently players are richer than ever and that inflation is continuing because there are not enough ISK sinks to counteract ways to earn.

the argument is essentially the same from either angle, but by reducing income in High and slightly increasing it in null. you will at least stop the markets going completely insane.

Honestly i'd like to see everyone with less isk. Then losing ships etc would go back to being a big deal. rather than "oh well we welped our 100 man dread fleet, we'll have to field 500 next time".


Aren Madigan
The Scope
Gallente Federation
#537 - 2013-02-27 15:27:57 UTC
Buzzy Warstl wrote:

Well, people are already forced into sovereign nullsec if they want to produce supercaps.

There are 2 issues:
1. Jump freighters make even fairly remote nullsec closer to the nearest highsec trade hub than the highsec trade hubs are to each other.

2. There are higher priority manufacturing jobs for nullsec than T1 and T2 subcap ships and modules.

None of the suggestions for "fixing" nullsec industry so much as acknowledges either of these things, so all of the suggestions are doomed to miss their stated goals and accomplish other things entirely should they be implemented.


Jump freighters have been talked about a lot, though mostly in the cost of the fuel. Hell, the main reason they're used currently is to import stuff from high sec into null sec because its cheaper to do that than to produce that stuff in null sec... which is a big part of WHY not much other than those "higher priority items" are produced there. Honestly, I would have no complaints if along with some of the stated fixes, caps were made incredibly resource intensive to make compared to what they are now to make it a real investment to have even one supercap. I'm under the impression those were supposed to be essentially flag ships, not something you make fleets of all willy nilly, buuut that's a different subject.
James Amril-Kesh
Viziam
Amarr Empire
#538 - 2013-02-27 15:29:56 UTC
Aren Madigan wrote:
Buzzy Warstl wrote:

Well, people are already forced into sovereign nullsec if they want to produce supercaps.

There are 2 issues:
1. Jump freighters make even fairly remote nullsec closer to the nearest highsec trade hub than the highsec trade hubs are to each other.

2. There are higher priority manufacturing jobs for nullsec than T1 and T2 subcap ships and modules.

None of the suggestions for "fixing" nullsec industry so much as acknowledges either of these things, so all of the suggestions are doomed to miss their stated goals and accomplish other things entirely should they be implemented.


Jump freighters have been talked about a lot, though mostly in the cost of the fuel. Hell, the main reason they're used currently is to import stuff from high sec into null sec because its cheaper to do that than to produce that stuff in null sec... which is a big part of WHY not much other than those "higher priority items" are produced there. Honestly, I would have no complaints if along with some of the stated fixes, caps were made incredibly resource intensive to make compared to what they are now to make it a real investment to have even one supercap. I'm under the impression those were supposed to be essentially flag ships, not something you make fleets of all willy nilly, buuut that's a different subject.

All you'll end up doing by making capital ships and jump freighters more resource and fuel intensive is setting the bar even higher for what it takes to establish and maintain yourself in nullsec. Large alliances won't have a problem compensating. Smaller alliances will choke and die.

Enjoying the rain today? ;)

Aren Madigan
The Scope
Gallente Federation
#539 - 2013-02-27 15:34:19 UTC
James Amril-Kesh wrote:

All you'll end up doing by making capital ships and jump freighters more resource and fuel intensive is setting the bar even higher for what it takes to establish and maintain yourself in nullsec. Large alliances won't have a problem compensating. Smaller alliances will choke and die.

Never said to make jump freighters more fuel intensive, just said jump freighters were talked about.
But you make a good point about the capitals... hmm... tricky.
James Amril-Kesh
Viziam
Amarr Empire
#540 - 2013-02-27 15:36:22 UTC
Aren Madigan wrote:
James Amril-Kesh wrote:

All you'll end up doing by making capital ships and jump freighters more resource and fuel intensive is setting the bar even higher for what it takes to establish and maintain yourself in nullsec. Large alliances won't have a problem compensating. Smaller alliances will choke and die.

Never said to make jump freighters more fuel intensive, just said jump freighters were talked about.
But you make a good point about the capitals... hmm... tricky.

I thought that you were implying such, but I guess I misinterpreted.

Enjoying the rain today? ;)