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CCP, how about some numbers

First post First post
Author
Malcanis
Vanishing Point.
The Initiative.
#81 - 2013-03-07 20:41:20 UTC
Dave Stark wrote:
Jenn aSide wrote:

Quote:

Oh, and you realize that "Corp mining ops" go to the corp, and rarely are redistributed to the average industry guy right?


The point being?


i think, the point being, why spend time mining in 0.0 for a corp to take everything, when you can just mine in high sec on roughly equal isk/hour ores and keep everything for yourself?

the fundamental issue with mining in null vs mining in empire is that mining in null has a lot of drawbacks that simply aren't compensated for due to the very small difference between the isk values of all the ores combined with the fact that null sec mining pretty much forces you to mine both 7m/can ores, and 2m can ores, rather than in empire where you can sit harvesting 5-6m/can ores all day long.

in simple terms; the effort and risk increase are not worth the reward.


I'm glad you're on the same page with us here. This situation is what needs to be changed.

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

Grath Telkin, 11.10.2016

Vince Snetterton
#82 - 2013-03-07 20:46:34 UTC
Malcanis wrote:
Dave Stark wrote:
Jenn aSide wrote:

Quote:

Oh, and you realize that "Corp mining ops" go to the corp, and rarely are redistributed to the average industry guy right?


The point being?


i think, the point being, why spend time mining in 0.0 for a corp to take everything, when you can just mine in high sec on roughly equal isk/hour ores and keep everything for yourself?

the fundamental issue with mining in null vs mining in empire is that mining in null has a lot of drawbacks that simply aren't compensated for due to the very small difference between the isk values of all the ores combined with the fact that null sec mining pretty much forces you to mine both 7m/can ores, and 2m can ores, rather than in empire where you can sit harvesting 5-6m/can ores all day long.

in simple terms; the effort and risk increase are not worth the reward.


I'm glad you're on the same page with us here. This situation is what needs to be changed.


Once again, you can't say what has to be changed, if anything, unless you have a complete FACTUAL picture.
You don't have that. I don't have that. NO ONE has that, except perhaps CCP, and they are not saying.

And that is the point of the whole thread.
If CCP actually released the data needed to paint the entire picture, people could have intelligent conversations, even heated arguments, about if anything needs to be changed.

But until CCP does that, any changes you suggest are just based on propaganda, and hence pure garbage.
Malcanis
Vanishing Point.
The Initiative.
#83 - 2013-03-07 20:55:32 UTC  |  Edited by: Malcanis
Vince Snetterton wrote:
Malcanis wrote:


Awesome, tyvm.

I hope Mr Snetterton is as pleased by this very useful data set as I am!


As I already stated earlier, data in and of itself is neither good nor bad, but accurate data is always welcome.
However, data in a vacuum is worthless.

This bit of data provided by Tippia is just part of a much bigger picture, and the amount of mfg slots in high sec, low, null, and wh's is useless without other data to add context.


I wouldn't say it is "worthless". It's highly useful if you want to compare the potential industrial capacity of various areas of the map for instance.

You are quite correct that the figures need to be set in a wider context. For instance, that figure of 1,300 manufacturing slots for the whole of sov 0.0 compared to 68,050 for the whole of hi-sec makes manufacturing in 0.0 look better than it is, because it doesn't include facts like none of those manufacturing stations are in the same system as a high quality refinery and they only have 4 office slots each.

So it's not just that hi sec has 30 times as many slots as sov 0.0, it's that those slots are also less useful. We can't just throw around uncontexted data such as hi sec has 30 times as many slots as sov 0.0 or that it would cost over 30 trillion ISK for 0.0 to build enough stations to merely equal the manufacturing capacity of hisec, or that the hi-sec region of Kor-Azor has 1650 manufacturing slots, over 25% more than the whole of sov 0.0, we have to consider the comparitive value, utility and overhead of those slots as well.

I must say that this has been a most productive thread, Vince, and you have my sincere gratitude for starting it.

EDIT: Oops. copy-and-paste error. Sov 0.0 has 2300 manufacturing slots, not 1300. That means that hi-secc only has 29.5 times as many manufacturing slots as sov 0.0

Apologies!

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

Grath Telkin, 11.10.2016

Jenn aSide
Worthless Carebears
The Initiative.
#84 - 2013-03-07 20:57:17 UTC  |  Edited by: ISD Ezwal
Vince Snetterton wrote:
Malcanis wrote:
Dave Stark wrote:
Jenn aSide wrote:

Quote:

Oh, and you realize that "Corp mining ops" go to the corp, and rarely are redistributed to the average industry guy right?


The point being?


i think, the point being, why spend time mining in 0.0 for a corp to take everything, when you can just mine in high sec on roughly equal isk/hour ores and keep everything for yourself?

the fundamental issue with mining in null vs mining in empire is that mining in null has a lot of drawbacks that simply aren't compensated for due to the very small difference between the isk values of all the ores combined with the fact that null sec mining pretty much forces you to mine both 7m/can ores, and 2m can ores, rather than in empire where you can sit harvesting 5-6m/can ores all day long.

in simple terms; the effort and risk increase are not worth the reward.


I'm glad you're on the same page with us here. This situation is what needs to be changed.


Once again, you can't say what has to be changed, if anything, unless you have a complete FACTUAL picture.
You don't have that. I don't have that. NO ONE has that, except perhaps CCP, and they are not saying.

And that is the point of the whole thread.
If CCP actually released the data needed to paint the entire picture, people could have intelligent conversations, even heated arguments, about if anything needs to be changed.

But until CCP does that, any changes you suggest are just based on propaganda, and hence pure garbage.


Sadly, some people dismiss information they don't like. When presented with some information, you said nothing about it, but are now trying to discount what we do know because it doesn't fit with what you want to believe.

*snip*
Please refrain from personal attacks. ISD Ezwal.
Malcanis
Vanishing Point.
The Initiative.
#85 - 2013-03-07 20:58:07 UTC
It's also highly useful to be able to get a quick-and-dirty estimate of the value of the subsidy to hi-sec manufacturing - the "outpost equivalent" value of all those slots, plus the monthly sov costs that would be required to maintain that many outposts - this will be a highly useful figure in discussions with CCP when we are asked to quantify to scale of the problem.

"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.
#86 - 2013-03-07 21:03:05 UTC  |  Edited by: Malcanis
Interesting fact: if just 24 manufacturing outposts were destroyed, then the whole of nullsec, NPC and sov, would have the same number of manufacturing slots as the single hi-sec region of Lonetrek.

EDIT: updated.

"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
#87 - 2013-03-07 21:10:45 UTC
So, there are a lot of manufacturing slots that are theoretically available in nullsec that aren't being used.

Tippia says that's because they are "crap".

Apart from the refining issue (decent refining and decent manufacturing not being able to be deployed in the same system), is there anything in the player's control to make these less crappy?

Station owners certainly have the ability to set the line cost for people in their stations, are they being set to reasonable levels to encourage people to use them, or are they set to levels such that people who don't have permission and compensation agreements in place don't dare touch them?

Even if that isn't the case, industrialists generally work on month or quarter long timeframes. I know at least a few of the stations in question have changed hands in the last month, which means that any industrialists on the losing side have been booted out of those stations.

That is the biggest problem with nullsec industry, at least around the border areas.

It would be fixed in a hot second with non-exclusive docking, but I know that the nullsec warriors currently building and fighting over those stations consider that exclusivity to be a just part of their reward.

Simply put, you want your cake and to eat it at the same time.

It doesn't matter what knobs CCP twirls, it simply will not work out the way you would like it to, you are asking for mutually incompatible results.

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

Kinis Deren
Mosquito Squadron
D0GS OF WAR
#88 - 2013-03-07 21:13:47 UTC
I'm certainly no sov null industry expert, but comparing NPC station facilities doesn't seem to provide a true reflection of the manufacturing capacity of sov null, especially when there are these, these, these and these - none of which can be built in Empire.

Tbh, I'm looking for enlightenment as to why, given the opportunity to build the above, there is an apparent problem?
Vince Snetterton
#89 - 2013-03-07 21:15:15 UTC
Malcanis wrote:
Vince Snetterton wrote:
Malcanis wrote:


Awesome, tyvm.

I hope Mr Snetterton is as pleased by this very useful data set as I am!


As I already stated earlier, data in and of itself is neither good nor bad, but accurate data is always welcome.
However, data in a vacuum is worthless.

This bit of data provided by Tippia is just part of a much bigger picture, and the amount of mfg slots in high sec, low, null, and wh's is useless without other data to add context.


I wouldn't say it is "worthless". It's highly useful if you want to compare the potential industrial capacity of various areas of the map for instance.

You are quite correct that the figures need to be set in a wider context. For instance, that figure of 1,300 manufacturing slots for the whole of sov 0.0 compared to 68,050 for the whole of hi-sec makes manufacturing in 0.0 look better than it is, because it doesn't include facts like none of those manufacturing stations are in the same system as a high quality refinery and they only have 4 office slots each.

So it's not just that hi sec has 30 times as many slots as sov 0.0, it's that those slots are also less useful. We can't just throw around uncontexted data such as hi sec has 30 times as many slots as sov 0.0 or that it would cost over 30 trillion ISK for 0.0 to build enough stations to merely equal the manufacturing capacity of hisec, or that the hi-sec region of Kor-Azor has 1650 manufacturing slots, over 25% more than the whole of sov 0.0, we have to consider the comparitive value, utility and overhead of those slots as well.

I must say that this has been a most productive thread, Vince, and you have my sincere gratitude for starting it.

EDIT: Oops. copy-and-paste error. Sov 0.0 has 2300 manufacturing slots, not 1300. That means that hi-secc only has 29.5 times as many manufacturing slots as sov 0.0

Apologies!


Spin it any way you like.
As I said, useless in a vacuum. Wonder how the numbers change when you add in all the slots churning away at CSAA's.

I am certain you will try to use this little piece of data as an argument to destroy high sec. You already stated that desire.
But as I have said in half a dozen places, it is still a worthless argument unless set in a larger context.

How about this for useless data. Null sec has infinitely more supercaps that high sec. Just as accurate as your statement, equally as worthless.
Malcanis
Vanishing Point.
The Initiative.
#90 - 2013-03-07 21:15:33 UTC  |  Edited by: ISD Ezwal
Did you know that the 5 best hi-sec systems could out-produce the whole of sov 0.0 by 13%?

5 systems: Itamo, Nonni, Haatomo, Suroken, and Annaro

Outproduce.

The whole of sov 0.0

*snip* Please refrain from personal attacks. ISD Ezwal.

"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.
#91 - 2013-03-07 21:17:44 UTC  |  Edited by: ISD Ezwal
Vince Snetterton wrote:


Spin it any way you like.


Thanks, I will, I will!


*snip* Please refrain from personal attacks. ISD Ezwal.

"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.
#92 - 2013-03-07 21:20:24 UTC
Of course we could just ignore the problem, since at the current rate of outpost building, the problem will be resolved into equality by the year 2300AD or so.

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

Grath Telkin, 11.10.2016

Takseen
Federal Defense Union
Gallente Federation
#93 - 2013-03-07 21:22:25 UTC
Kinis Deren wrote:
I'm certainly no sov null industry expert, but comparing NPC station facilities doesn't seem to provide a true reflection of the manufacturing capacity of sov null, especially when there are these, these, these and these - none of which can be built in Empire.

Tbh, I'm looking for enlightenment as to why, given the opportunity to build the above, there is an apparent problem?


So there's an Amarr factory outpost with 20 slots that is limited to one per system, and an NPC station with 50 slots. Typically with multiple stations per system.
Dave Stark
#94 - 2013-03-07 21:23:19 UTC
Malcanis wrote:
I'm glad you're on the same page with us here. This situation is what needs to be changed.

i'd quite like to be in null sec again. however, there's nothing to draw me there as a miner. i'm a miner in probably the purest sense of the phrase.
i log in, i shoot asteroids, i sell minerals, i log out.

the fact is sitting in an npc corp in high sec nets me more isk/hour of active gaming than being in null sec would.
because i null sec i'd be expected (not forced, but expected) to attend fleets for home defence and such like. in addition i'm then also subject to the rules and regulations of a corp, and an alliance, and even a coalition.
further more there's the actual mining issues. to flip a belt i have to mine ores worth 1/3 of high sec ores, i have to move my stuff back to high sec to sell it, etc.
there's virtually no compensation for that when all is said and done. i'd probably earn *less* isk in null sec after logistics costs, and opportunity costs etc.

having said that, even in high sec there's no reason to be in a player corp. when mining is your primary activity in eve your choice is generally npc corp in high sec or do something else.

i do keep meaning to knock up a spreadsheet for the 5 grav sites in 0.0 to see what their true isk/hour or isk/jetcan value is in comparison to just cherry picking scordite in high sec.


Vince Snetterton wrote:
Once again, you can't say what has to be changed, if anything, unless you have a complete FACTUAL picture.
You don't have that. I don't have that. NO ONE has that, except perhaps CCP, and they are not saying.

And that is the point of the whole thread.
If CCP actually released the data needed to paint the entire picture, people could have intelligent conversations, even heated arguments, about if anything needs to be changed.

But until CCP does that, any changes you suggest are just based on propaganda, and hence pure garbage.

it's quite easy to see that adding low end minerals to ores such as gneiss and spod will go a long way to addressing the issues with mining, which form a pretty solid base from which to help fix other industry related issues in null sec.

the composition of null sec grav sites, and the minerals contained with in the ores are not secret to ccp, they are widely available.

if low ends were added to gneiss and spod then there would be an increase in supply for low ends, which would reduce their price and thus devaluing high sec mining whilst keeping null sec mining just as lucrative as it is now. this would draw more players to mine in null sec as it's then worth their time to do so as there's a wider gap between high sec, and non-high sec ores/minerals.

sure it's not the miracle solution but it's a very solid first step to fixing the issues surrounding null sec industry.
Sariah Kion
School of Applied Knowledge
Caldari State
#95 - 2013-03-07 21:23:45 UTC
Malcanis wrote:
Of course we could just ignore the problem, since at the current rate of outpost building, the problem will be resolved into equality by the year 2300AD or so.



Or you can continue to not point the finger at any other causation other than "High Sec"

The players populating null sec never own what null sec has become. They, however, are ALWAYS quick to point at high sec with their prejudice and blame. Its the same song and dance we have heard 1000 times over.

[b]Librarian and Exotic Dancer Extraordinaire Champion of the Working Men and Women of Empire Space Anti-Null Sec Opium Den Movement President[/b] Not the woman high sec wants but the Woman high sec needs. [u]A modern girl for a modern world.[/u]

Spetznak Sokarad
Sebiestor Tribe
Minmatar Republic
#96 - 2013-03-07 21:24:00 UTC
noob here ... so keep bashing to minimum.

been reading alot of these threads lately on null vs high industry stuff....

the more i read, the less interested i am becoming in continuing this game in its current state of affairs. im all for nerfing high sec (even though, thats where i spend most of my time, for now). i thought i was getting into a game that was supposed to be harsh and cruel, not some carebear land. isnt highsec supposed to be for "beginners" to get their feet under them? as far as im concerned, high sec should be where you stay if you are satisfied with making minimum wage. not somewhere you can flourish and get in game rich at pretty much NO risk.

anyways, why dont the nullsec alliances leaders just come to an agreement to boycott highsec? ......this would crush highsec economy, would it not?

highsec rely's on nullsec

Malcanis
Vanishing Point.
The Initiative.
#97 - 2013-03-07 21:26:20 UTC
Dave Stark wrote:
Malcanis wrote:
I'm glad you're on the same page with us here. This situation is what needs to be changed.

i'd quite like to be in null sec again. however, there's nothing to draw me there as a miner. i'm a miner in probably the purest sense of the phrase.
i log in, i shoot asteroids, i sell minerals, i log out.


I understand completely. The situation is unsatisfactory in the extreme, and it is precisely people like you - who'd prefer to be in 0.0, but find themselves too disadvantaged in their profesion to make the move viable - that I will devote my main energy to representing.

I'm utterly uninterested in "forcing" people who don't want to go into 0.0 (This is where I differ markedly from James315, for instance) I am passionate about enabling people who do want to go to get into 0.0


"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.
#98 - 2013-03-07 21:29:33 UTC
Spetznak Sokarad wrote:
noob here ... so keep bashing to minimum.

been reading alot of these threads lately on null vs high industry stuff....

the more i read, the less interested i am becoming in continuing this game in its current state of affairs. im all for nerfing high sec (even though, thats where i spend most of my time, for now). i thought i was getting into a game that was supposed to be harsh and cruel, not some carebear land. isnt highsec supposed to be for "beginners" to get their feet under them? as far as im concerned, high sec should be where you stay if you are satisfied with making minimum wage. not somewhere you can flourish and get in game rich at pretty much NO risk.

anyways, why dont the nullsec alliances leaders just come to an agreement to boycott highsec? ......this would crush highsec economy, would it not?

highsec rely's on nullsec



Per the data provided by Tippia, nullsec is utterly incapable of producing the goods required to support itself. We can't "crush" hi-sec - we completely rely on it.

Incidentally, in my view the concept of hi-sec as just a "starter area" has been obsolete for a very long time. At least 6 or 7 years. Read this for more detail.

PS please don't quit. The situation will get better. CCP are aware of it. All that remains is to put a good enough case that resolving the crushing imbalance will make good business sense because it will revitalise 0.0

"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.
#99 - 2013-03-07 21:31:59 UTC
Sariah Kion wrote:
Malcanis wrote:
Of course we could just ignore the problem, since at the current rate of outpost building, the problem will be resolved into equality by the year 2300AD or so.



Or you can continue to not point the finger at any other causation other than "High Sec"

The players populating null sec never own what null sec has become. They, however, are ALWAYS quick to point at high sec with their prejudice and blame. Its the same song and dance we have heard 1000 times over.



Are you under the impression that outposts can be destroyed now? It's not the case.

it sounds like you're blaming us for not spending enough ISK to build all those stations, and that it's somehow a moral failing of 0.0 as a whole that prevents multiple stations being built in the same system.

You do know that 1 outpost per system is a hard-coded limitation, right? You are aware that 34 trillion ISK is a lot of money, yes?

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

Grath Telkin, 11.10.2016

Kinis Deren
Mosquito Squadron
D0GS OF WAR
#100 - 2013-03-07 21:32:01 UTC
Takseen wrote:
Kinis Deren wrote:
I'm certainly no sov null industry expert, but comparing NPC station facilities doesn't seem to provide a true reflection of the manufacturing capacity of sov null, especially when there are these, these, these and these - none of which can be built in Empire.

Tbh, I'm looking for enlightenment as to why, given the opportunity to build the above, there is an apparent problem?


So there's an Amarr factory outpost with 20 slots that is limited to one per system, and an NPC station with 50 slots. Typically with multiple stations per system.


If you mean Empire NPC stations in the last sentence, there's also the fact you are competing for access to those slots against other players from different corps and alliances, whereas in sov null you are competing with members of your own alliance.

Also, access to the bonuses to Empire NPC require sufficient standings with that NPC. Correct me if I'm wrong, but for sov null outposts, the full benefit of any upgrades is automatically sanctioned by having access to said alliances outpost.