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Fix Null > Nerf Hi

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Author
Natsett Amuinn
Caldari Provisions
Caldari State
#621 - 2013-02-28 16:20:43 UTC  |  Edited by: Natsett Amuinn
Aren Madigan wrote:


People are saying a bunch of different things... I'm really getting tired of this. "That's not what they're saying". That's what I was told about the jump freighter importing thing and then lo and behold, Ruby reappears to discuss that further. Just from that I have no energy to discuss any further tonight so I'll read the rest later. You need to keep in mind though that there' s a lot of people and a lot of viewpoints going around, so that kind of thing REALLY makes the brain hurt, because just because you didn't see it said, doesn't mean it wasn't said by someone or even several people... though capacity was part of what a lot of people were saying too, yes.

You should probably move to null and do some industry, you don't seem to picking up on this, at all.

When someone says "production costs are too high" it's because myself and a few others are using all the affordable lines and that guy has nothing but rediculously prices production lines they can use; therefore "production costs are to high" FOR THEM.

I'm aware of what people are saying.
There are many issues the industrialist face in null sec, capacity is a big one, and capacity is what determines production cost for the majority of builders in null.


I'm not trying to tell you they're wrong.
I"m the null industrialist trying to clarify WHY so many null industrialist are saying what they're saying, as well as explain why fixing those issues will not fix null industry.

If you incease the capacity so that industry actually supports the numbers in null sec today, all you will get are a bunch of guys LIKE ME.


Here's an example.
You don't see guys who are able to play right after downtime complaining about a lack of asteroids in high sec; you see guys who play at peak US hours complaining about it.

Those of us that play when the servers come up are able to strip entire belts clean before the rest of the world has a chance to play.

That's what happens in null when you build. Those of us who play during the day are able to control the production lines more efficiently to ensure that we're getting the best lines. Then a bunch of people log in later in the day, go to instal a job, and find that all the affordable production lines have day long Q's.

Those guys are going "WTF CCP, it costs me hundreds of thousands more to run a job then it does a single person in high sec" because the only lines available for them to run jobs on are all stupidily priced. Who wants to use a line that charages you 20k to install and 10k per hour to build and sell? No one, and most of the lines in null are that sort of line, not 1000/ 500.

Those guys, if they're not able to actually do production due to line costs, aren't ever reaching the point where they will experience what I and many other do.


It's like 1000 people take a luxury vaction, but have to jump through hoops to get to the destination. 900 of that 1000 never makes it to the destination, so they're issue ends at "I can't get there". In the meantime, 100 of us have got there and we're like "it's a shack in the middle of the ghetto, wtf?"

If you only fix the problem most people have, getting to the destination; without actually fixing the destination itself, you just end up with 1000 people complaining about the destination instead of 100.

Most people don't actually get to see what happens when you're actually able to get into production in null sec.
That's where I come in.
Captain Tardbar
Deep Core Mining Inc.
Caldari State
#622 - 2013-02-28 16:40:02 UTC  |  Edited by: Captain Tardbar
Well the thing about alliances and null sec is that you can regulate to some extent who has acces to the facilities and this is a clear advantage to those who own facilities.

Whereas in hi sec, anyone can come in and use up all the research and build slots whether you like it or not.

Why give someone extra-capacity to become an equivalent to a openly shared resource in hi-sec when the people who own the facilities are going to regulate who gets access to a select few of their choosing?

That by which I mean that I highly doubt that Null sec would throw open its doors to every industrialist out there.

Such a move would consolidate more powers into the hands of fewer people.

As in the move would benefit large alliances, while putting small corps and individuals at a disadvantage.

In effect, punish players for not belonging to a null sec alliance.

Looking to talk on VOIP with other EVE players? Are you new and need help with EVE (welfare) or looking for advice? Looking for adversarial debate with angry people?

Captain Tardbar's Voice Discord Server

Tippia
Sunshine and Lollipops
#623 - 2013-02-28 16:49:51 UTC  |  Edited by: Tippia
Natsett Amuinn wrote:
[stuff]

…and to build on that, you (Aren Madigan) need to at some point understand all the different costs being discussed and where they play into the overall scheme of things.

We have slot costs (low if you have your own oupost, high if you rent slots from someone else's, generally zero if you're on a POS). We have transport costs. We have added materials costs (with additional transport costs layered into them). We have risks. We have facility procurement and install costs that have to be amortised. We have running costs that have to be balanced out. That's before we even begin to look at the difficult-to-measure stuff like labour and “fun”.

Even if your actual production line cost is very low, the rest of them can be waaaay up there, which affects what you can do reasonably do with the finished product.

Looking at costs alone, we have a clear imbalance: for high, the above costs are zero or so close as to make no difference (the 1000/333 install and rental cost of an NPC production line is lost in the noise of market variations). Thus we have that question that has been repeated throughout the thread: how do you compete with “free”?

Capacity is a different imbalance: for high, we have systems with 6-700 of these free lines. For null, mechanical limitations mean you get that many equivalent slots per region and trying to improve the number massively raises the costs. Thus we have another oft-repeated question: how do you compete with (effectively) infinite availability?

Natsett provides an example of why you can't look at either of these separately: fixing the costs does nothing because there won't be enough capacity to benefit from the improved balance. Fixing capacity does nothing because the costs are still imbalanced.

…and then, of course, there's the fundamental problem of actually being better than a free and infinite baseline to begin with, since you deem in unacceptable to alter that baseline.
mentalkiller
Celestial Eyes
#624 - 2013-02-28 17:05:52 UTC
Change the title to:
Please CCP, reduce your REVENUE to increase our FUN

/mentalKiller

Takseen
Federal Defense Union
Gallente Federation
#625 - 2013-02-28 18:17:08 UTC
Caitlyn Tufy wrote:
Malcanis wrote:
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.


Oh, I absolutely agree, I'd hate to see high sec die like starter zones die in other mmos. I'm just saying that making everything better in null will end up badly for high (and low/WH caught in between the struggle). Imo, nerfing one part of the game across the board or making progress linear is not necessarily a solution to the problems. Perhaps the "wild west" concept was a bit silly, given that it's usually related in our minds to western genre - what I was thinking of is more the borderlands of civilization, where accepted rules are thrown to the wind as society struggles to create fortune for itself. The "wild west" in this example means lack of government (empires), where people are left to organize themselves as they see fit. Some will steal, others will organize militias, the third will create societies of their own.

To get back to the game's null, imo one of the key problems of null nowadays is how sov functions and what happens if a small group comes in to have a shot at risk/reward. Have you lately seen a small alliance park themselves into a random system and try to claim it? All hell breaks lose, until the new guy is either forced to bend over to one of the larger "protectors" or to get the hell out. So how is a small industrialist supposed to compete if high sec is made worthless compared to null? In my opinion, you first need to allow the small guy to survive in null, then you can talk about moving things there.


Interesting that you use the Wild West as an analogy. Consider how the Wild West is now. Largely peaceful, and an excellent location for industry. Or look at the mines and factories set up in Africa and the formerly wartorn bits of Asia.

And there's definitely corps that live in various lowsec systems. But its a bit like a criminal or vigilante gang laying claim to a city neighbourhood. You can't be too open about it.
James Amril-Kesh
Viziam
Amarr Empire
#626 - 2013-02-28 19:00:27 UTC  |  Edited by: James Amril-Kesh
Caitlyn Tufy wrote:
Malcanis wrote:
To answer your question: the small alliance survives in null by engaging in player politics, and building relationships with the groups already there. Every single large group in 0.0 is desperately looking for new alliances that aren't completely terrible to occupy the space they control. Your hypothetical new alliance can get space from either the CFC or the HBC pretty much by asking for some.


In other words, taking it from behind by the big guys. See, this is something I have a problem with, the massive blue landscapes of null. Null was supposed to be about competition, not the Illustrious benefactor / godfather / overlord. :)

Null isn't just about competition. It's also about empire building, diplomacy, politics, and teamwork.
Forging alliances is as much a part of the game as tearing others down.

Enjoying the rain today? ;)

Xpaulusx
Naari LLC
#627 - 2013-02-28 19:33:19 UTC  |  Edited by: Xpaulusx
"In other words, taking it from behind by the big guys. See, this is something I have a problem with, the massive blue landscapes of null. Null was supposed to be about competition, not the Illustrious benefactor / godfather / overlord. :)"


Welcome to Null Sec, you won't get sympathy here kiddo. although I get what your saying that there is a marked difference between cooperation and being somebodies chump.

......................................................

Tesal
#628 - 2013-02-28 19:34:20 UTC
James Amril-Kesh wrote:
Caitlyn Tufy wrote:
Malcanis wrote:
To answer your question: the small alliance survives in null by engaging in player politics, and building relationships with the groups already there. Every single large group in 0.0 is desperately looking for new alliances that aren't completely terrible to occupy the space they control. Your hypothetical new alliance can get space from either the CFC or the HBC pretty much by asking for some.


In other words, taking it from behind by the big guys. See, this is something I have a problem with, the massive blue landscapes of null. Null was supposed to be about competition, not the Illustrious benefactor / godfather / overlord. :)

Null isn't just about competition. It's also about empire building, diplomacy, politics, and teamwork.
Forging alliances is as much a part of the game as tearing others down.


What about my hi-sec empire. I rule Jita from my lofty post.
Aren Madigan
The Scope
Gallente Federation
#629 - 2013-02-28 20:05:11 UTC
Tippia wrote:
Natsett Amuinn wrote:
[stuff]

…and to build on that, you (Aren Madigan) need to at some point understand all the different costs being discussed and where they play into the overall scheme of things.

We have slot costs (low if you have your own oupost, high if you rent slots from someone else's, generally zero if you're on a POS). We have transport costs. We have added materials costs (with additional transport costs layered into them). We have risks. We have facility procurement and install costs that have to be amortised. We have running costs that have to be balanced out. That's before we even begin to look at the difficult-to-measure stuff like labour and “fun”.

Even if your actual production line cost is very low, the rest of them can be waaaay up there, which affects what you can do reasonably do with the finished product.

Looking at costs alone, we have a clear imbalance: for high, the above costs are zero or so close as to make no difference (the 1000/333 install and rental cost of an NPC production line is lost in the noise of market variations). Thus we have that question that has been repeated throughout the thread: how do you compete with “free”?

Capacity is a different imbalance: for high, we have systems with 6-700 of these free lines. For null, mechanical limitations mean you get that many equivalent slots per region and trying to improve the number massively raises the costs. Thus we have another oft-repeated question: how do you compete with (effectively) infinite availability?

Natsett provides an example of why you can't look at either of these separately: fixing the costs does nothing because there won't be enough capacity to benefit from the improved balance. Fixing capacity does nothing because the costs are still imbalanced.

…and then, of course, there's the fundamental problem of actually being better than a free and infinite baseline to begin with, since you deem in unacceptable to alter that baseline.


Never at any point misunderstood that once it was explained, just got confused when someone called it cheaper when its those added costs are what make that not true. This all has been largely and clearly explained. Hell, can't even call POS production costs zero simply because of the fuel costs. There's a reason I've mentioned both cost and capacity balances in some of my posts, even if my earlier ones did not because I wasn't entirely clear on what was going on, I was more wanting a specific explanation to that one statement. All you needed to explain is where specifically null is cheaper and why. That would have answered my question. A question that I don't see the answer to in people trying to "explain" to me when the explanations being given are the exact reason why the statement confuses me.
Yonis Kador
KADORCORP
#630 - 2013-02-28 23:02:19 UTC
*raises hand*

Ive got one more quick question:

It was just stated that because a majority of players exist in high sec space that this, in itself, is proof of game imbalance.

How do we know that?

What evidence is there that this doesn't represent an imbalance in player types instead? I get that this is a pvp game, no one wants it to be WOW in space (myself included,) and that EVE attempts to appeal to a different crowd than other mmorpgs with canned content.

But as there's no admission exam, and no other games like EVE out there really, how do we actually know that a majority of risk-averse/pvp-averse/low,null-averse panda-type players are not already the backbone of EVE's revenue stream?

I ask the question because of the whole "boiling the frog" sentiment that was running through the forums a while back. It was the idea that you turn up the heat slowly so the frog doesn't jump out of the pot. Well, why are we boiling frogs (increasing npc difficulty, incentivizing FW, Incursions, duels, bounties etc.) if the issue with high sec is only an imbalance in logistics?

I suspect in a construct this complex the answer involves multiple variables, but is there any hard data on player types?

Should we be trying to balance the game, the players, or both?

Just curious.

YK
RubyPorto
RubysRhymes
#631 - 2013-03-01 00:06:57 UTC
Natsett Amuinn wrote:
You should probably move to null and do some industry, you don't seem to picking up on this, at all.

When someone says "production costs are too high" it's because myself and a few others are using all the affordable lines and that guy has nothing but rediculously prices production lines they can use; therefore "production costs are to high" FOR THEM.


I'm actually saying that if Nullsec had unlimited production lines, the overhead from stuff that cannot be changed (risks, transport, amortized station costs, etc) about Nullsec is still too high to compete with HS's unlimited, free, risk free, and convenient production lines.

So even if CCP buffed the hell out of Nullsec, I'd rather manufacture in HS unless there was an accompanying nerf to HS.

"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

LHA Tarawa
Pator Tech School
Minmatar Republic
#632 - 2013-03-01 00:14:55 UTC
Xpaulusx wrote:
"In other words, taking it from behind by the big guys. See, this is something I have a problem with, the massive blue landscapes of null. Null was supposed to be about competition, not the Illustrious benefactor / godfather / overlord. :)"


Welcome to Null Sec, you won't get sympathy here kiddo. although I get what your saying that there is a marked difference between cooperation and being somebodies chump.


People like the throw around the term "supposed to be about" a lot.

In general, I think that if you replace that with "I wish it was about", we come a lot closer to what the person is actually trying to say.

Null is supposed to be about competition.... Really means, I wish null was all about competition instead of politics and feudal serfdom.

EVE is supposed to be about non-consensual PVP. Really means, I suck at PVP against other players that are ready and looking for a fight, so I wish EVE was about blowing up carebears.


EVE is a sandbox, where players decide what it is about. It is not supposed to be about anything more than making real money for CCP and whatever the players decide it is about.

Tippia
Sunshine and Lollipops
#633 - 2013-03-01 00:24:50 UTC  |  Edited by: Tippia
Yonis Kador wrote:
It was just stated that because a majority of players exist in high sec space that this, in itself, is proof of game imbalance.

How do we know that?
Because a majority of players do not exist in highsec space. The highsec majority you're talking about is characters. This means that a large portion of the highsec population is actually constituted by players who are living it up in null (and low) and have no problems with the risks and PvP that come with it…

…and yet, they are eschewing null in this particular area. Massively so. If players who have no problems with living in nullsec choose not to do it in a given activity area, that activity is screwed up. High is drawing them away from the area they actually operate in.

We saw the same thing with ISK grinding: everyone + dog were doing L4s in highsec because it was by far the best way of doing so (by virtue of being infinite, safe, logistics-free, and at the same output level as anywhere else… sound familiar?) until they introduced some enhanced null and low-sec ISK earners — anomalies, sov upgrades, FW, even incursions (although they largely got beaten by highsec incursions) — at which point players happily moved their ISK-grinding highsec alts out to these new null and low grazing fields. And then straight back into high when anomalies got overnerfed.

The increased rewards certainly helped, but they were still not out of the realm of possibility of what you'd get from highsec. What really changed was availability and logistical ease: there was immediate access and enough for all comers. The extra rewards simply scaled with the increased risk of the space. Oh, and inidentally, L4s got a bit of a nerf at the same time…
Mara Rinn
Cosmic Goo Convertor
#634 - 2013-03-01 00:27:01 UTC
RubyPorto wrote:
I'm actually saying that if Nullsec had unlimited production lines, the overhead from stuff that cannot be changed (risks, transport, amortized station costs, etc) about Nullsec is still too high to compete with HS's unlimited, free, risk free, and convenient production lines.

So even if CCP buffed the hell out of Nullsec, I'd rather manufacture in HS unless there was an accompanying nerf to HS.


The only "nerf" that hisec would require is significantly reducing the number of NPC provided lines to levels comparable with other regions of New Eden. How many NPC manufacturing lines are available in Kusomonon as opposed to, say, the entire constellation of 304-QS, or the entire region of Branch?

This "nerf" would actually be buffing player-driven industry.

Running POSes in nullsec is already cheaper due to the reduction in fuel required for POSes in sov-held systems. Combine that with a nerf to mineral compression and you'll find that it's more effective for nullblocs to manufacture munitions close to the front lines (using imported tritanium and pyerite, because ain't nobody got the time for that).
Tippia
Sunshine and Lollipops
#635 - 2013-03-01 00:49:54 UTC
Mara Rinn wrote:
How many NPC manufacturing lines are available in Kusomonon as opposed to, say, the entire constellation of 304-QS, or the entire region of Branch?
Kusomonmon has 300; according to the static data dump (which isn't particularly reliable for these things) Branch has 100. 304-QS have none listed in the data dump.
RubyPorto
RubysRhymes
#636 - 2013-03-01 03:22:09 UTC
Mara Rinn wrote:
RubyPorto wrote:
I'm actually saying that if Nullsec had unlimited production lines, the overhead from stuff that cannot be changed (risks, transport, amortized station costs, etc) about Nullsec is still too high to compete with HS's unlimited, free, risk free, and convenient production lines.

So even if CCP buffed the hell out of Nullsec, I'd rather manufacture in HS unless there was an accompanying nerf to HS.


The only "nerf" that hisec would require is significantly reducing the number of NPC provided lines to levels comparable with other regions of New Eden. How many NPC manufacturing lines are available in Kusomonon as opposed to, say, the entire constellation of 304-QS, or the entire region of Branch?

This "nerf" would actually be buffing player-driven industry.

Running POSes in nullsec is already cheaper due to the reduction in fuel required for POSes in sov-held systems. Combine that with a nerf to mineral compression and you'll find that it's more effective for nullblocs to manufacture munitions close to the front lines (using imported tritanium and pyerite, because ain't nobody got the time for that).


Agreed. It would be buffing HS POS use.

I don't think the fuel savings per line is enough incentive to move out of HS without more changes to HS (thus my proposal's "make ready a HS material multiplier"), but that's definitely a more interesting question than the "question" that's been dominating the thread for a while. Whether there are enough HS moons available to let fuel cost remain the only driving force behind the pull towards the greener pastures of Null is another interesting question.

I also don't think nerfing compression is the right answer. Even if you do, the only things that will cause to be built locally would be a few more T1 ships, since the total volume of the modules used to fit those ships is relatively insignificant.

[FakeEdit] Looked into it a little more, and nerfing mineral compression would actually decrease the benefit of producing locally, since, for instance, a ME100 Rokh compresses 148k m3 of minerals into 50k m3.[/FakeEdit]

At the same time, you'd be pissing off the logistics guys, and I really don't think they need to be forced to make extra trips (I may be biased here) since, as you pointed out, with current mechanics, you will not be sourcing Trit and Py locally in Nullsec (in part because you'd have to entirely mine out an Indy 5 system's grav sites [~57million m3 of ore] twice to source the Trit for 1 Carrier).

TBH, I think I'd like to see a ship construction cost rebalance so that ships aren't quite so goddamn Trit heavy, but that's kind of off topic (and I have't spent too much time on the thought).

"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

Tesal
#637 - 2013-03-01 04:21:02 UTC
The odds of CCP actually doing these proposed nerfs is something to consider. Shoot for the moon I guess.
ashley Eoner
#638 - 2013-03-01 04:58:19 UTC
RubyPorto wrote:
Mara Rinn wrote:
RubyPorto wrote:
I'm actually saying that if Nullsec had unlimited production lines, the overhead from stuff that cannot be changed (risks, transport, amortized station costs, etc) about Nullsec is still too high to compete with HS's unlimited, free, risk free, and convenient production lines.

So even if CCP buffed the hell out of Nullsec, I'd rather manufacture in HS unless there was an accompanying nerf to HS.


The only "nerf" that hisec would require is significantly reducing the number of NPC provided lines to levels comparable with other regions of New Eden. How many NPC manufacturing lines are available in Kusomonon as opposed to, say, the entire constellation of 304-QS, or the entire region of Branch?

This "nerf" would actually be buffing player-driven industry.

Running POSes in nullsec is already cheaper due to the reduction in fuel required for POSes in sov-held systems. Combine that with a nerf to mineral compression and you'll find that it's more effective for nullblocs to manufacture munitions close to the front lines (using imported tritanium and pyerite, because ain't nobody got the time for that).


Agreed. It would be buffing HS POS use.

I don't think the fuel savings per line is enough incentive to move out of HS without more changes to HS (thus my proposal's "make ready a HS material multiplier"), but that's definitely a more interesting question than the "question" that's been dominating the thread for a while. Whether there are enough HS moons available to let fuel cost remain the only driving force behind the pull towards the greener pastures of Null is another interesting question.

I also don't think nerfing compression is the right answer. Even if you do, the only things that will cause to be built locally would be a few more T1 ships, since the total volume of the modules used to fit those ships is relatively insignificant.

[FakeEdit] Looked into it a little more, and nerfing mineral compression would actually decrease the benefit of producing locally, since, for instance, a ME100 Rokh compresses 148k m3 of minerals into 50k m3.[/FakeEdit]

At the same time, you'd be pissing off the logistics guys, and I really don't think they need to be forced to make extra trips (I may be biased here) since, as you pointed out, with current mechanics, you will not be sourcing Trit and Py locally in Nullsec (in part because you'd have to entirely mine out an Indy 5 system's grav sites [~57million m3 of ore] twice to source the Trit for 1 Carrier).

TBH, I think I'd like to see a ship construction cost rebalance so that ships aren't quite so goddamn Trit heavy, but that's kind of off topic (and I have't spent too much time on the thought).
I entered this thread expecting to see several people ranting about the high amounts of trit required and possibly some posts demanding a decrease in trit requirements with a corresponding increase in nullsec mineral requirements. Any particular reason why someone hasn't done so?
RubyPorto
RubysRhymes
#639 - 2013-03-01 06:02:36 UTC
ashley Eoner wrote:
I entered this thread expecting to see several people ranting about the high amounts of trit required and possibly some posts demanding a decrease in trit requirements with a corresponding increase in nullsec mineral requirements. Any particular reason why someone hasn't done so?


Because, while it's a related issue, it's largely separate from what's required to fix nullsec industry (which most of us view as separate from extractive activities like mining).

"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

Natsett Amuinn
Caldari Provisions
Caldari State
#640 - 2013-03-01 12:16:11 UTC  |  Edited by: Natsett Amuinn
I'd rather see T2 production moved to .7 and lower, and then have the lines in those stations adjusted accordingly to make PoS's in high sec a necessity in high sec.

I don't think that just cutting lines in high sec is enough. An emphasis has to be put on getting more production into low and null, not have all of it done in high and shipped elsewhere.

A cut in line's only means they spread T2 production out more in high sec, but won't encourage more PoS use or moving to low and null. If they did cut the lines enough to encourage that, then chances are it's going to end up limitting the ability of people who are just starting out to do manufacturing of T1 items.

NPC corps and 1-,8 systems should be for primarilly T1 production.

If high sec wants the best production in the game, they should be required to join player run corps, and that means limitting the amount of T2 production in NPC stations enough in high sec to move it to PoS's.


That doesn't put miners in player run corps though. They need to do something that makes it undesirable to stay in the NPC corps as a miner; that means making player run corps offer something that miners "can't live without".

They should impliment a form of licensing in high sec, that's run through player corps; which allows miners to use exhumers, T2 strips and mining modules, freighters and jump freighters.


Edit: Ganking shouldn't be the required method of industrial warfare in high sec, and high sec is where you WANT industrial warfare. High sec suffers an "I'm building and making profit" mentality. They don't give a **** that theres a group of guys in there region producing the same things as they are and driving down the cost, it seems.

Yet everytime I build something, and I check the makert info for that item, the only thing I see are competitors trying to dig into my wallet. As an industrialist it is of great benefit to me to be able to IDENTIFY who my enemy is where they're operating, and then have the ability to effectively hinder their ability to outperform me.

When it's a bunch of NPC corp members building and mining I have no clear indication of who exactly my enemy is, or where they're operating to take steps to minimize the impact they have on me.