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If null-sec industrialism is broken, it might not be CCP's fault.

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Author
Mara Rinn
Cosmic Goo Convertor
#21 - 2013-04-29 12:58:46 UTC
A lot of it boils down to this: move 1 jump freighter from Jita to your manufacturing location with 40:1 (or higher) compressed minerals, or move 40 freighters from various mining locations around your region.

There are also issues with POS refineries being worse than useless, hisec manufacturing lines being far too abundant and cheap, and POS based manufacturing being a PITA compared to hisec NPC station manufacturing.

All of these issues were introduced into the game by CCP. Sure, non-hisec industrialists could mine, refine and manufacture entirely from POSes: but why would anyone do that to themselves? W-space denizens tend to ship out (compressed) ore rather than refine in the wormhole ('cos refining means turning everything else off for three hours).

CCP Greyscale
C C P
C C P Alliance
#22 - 2013-04-29 13:22:00 UTC
Lallante wrote:
Camios wrote:
CCP Greyscale wrote:
Nullsec industrial alliances were killed off by the addition of invention and the resulting price rises in prom/dyspro (and later tech). We're hoping that the moon rebalance in Odyssey starts to wind that back a bit, but it's not the whole solution.


Could you please elaborate on that? I don't realize the link between the two things. I mean, why an increase in moon minerals price would stop nullsec industrialists?

Instead I would say (perhaps naively) that the ease of logistics (jump freighters and stuff) killed nullsec industry, since it's far easier to produce in highsec (where lowend ores coming from afk mining are abundant) and move stuff in 0.0 with those overpowered mega caravans than it is to produce locally, with the chronic lack of lowend ores.



Prior to that point, Alliance income was multi-faceted, with collectively owned t2 BPOs and 0.0 ratting/mining (e.g. corp and refinery taxes) at its core. Since most t2 production was used internally to the alliance, it made sense do so at least some of the production in 0.0. Ratting and mining also meant a large portion of the low end (from refined loot) and high end (from mining) minerals were already in place.

After those changes not only did t2 become WAY cheaper (BPOs less profitable, internal (subsidised) alliance production less necessary), but Alliance income became largely relient on holding R64 and later Tech moons, something that industrial players were not capable of beyond the obligitory POS logistics teams (usually less than 20 people for a many thousand person alliance). At the same time, better logistics through cyno-networks, JFs, proliferation of carriers etc made moving large amounts of ships and material from Empire into 0.0 more and more feasible.

What this meant was that there was no point being an industrial alliance - PvP alliances had better income by miles and could buy everything they wanted from their newfound moongold.


I'm not convinced the changes will fix this problem, without some heavy nerfs to logistics to encourage localisation, but they certainly are a GREAT step in the right direction. I trust CCP to follow up on this.


Yup, pretty much this. It used to be that you could be strong but poor (PvP alliance) or weak but rich (industrial alliance), because making lots of money and being militarily strong required fundamentally different internal cultures/structures, and every alliance had to decide where it wanted to fall on that spectrum. With the advent of supermoons, being strong and being rich fed into each other, and suddenly there was no upside to being an industrial alliance.

(This is my go-to example for unintended consequences in emergent design.)
Wasse
Viziam
Amarr Empire
#23 - 2013-04-29 16:28:31 UTC
CCP Greyscale wrote:
Lallante wrote:
Camios wrote:
CCP Greyscale wrote:
Nullsec industrial alliances were killed off by the addition of invention and the resulting price rises in prom/dyspro (and later tech). We're hoping that the moon rebalance in Odyssey starts to wind that back a bit, but it's not the whole solution.


Could you please elaborate on that? I don't realize the link between the two things. I mean, why an increase in moon minerals price would stop nullsec industrialists?

Instead I would say (perhaps naively) that the ease of logistics (jump freighters and stuff) killed nullsec industry, since it's far easier to produce in highsec (where lowend ores coming from afk mining are abundant) and move stuff in 0.0 with those overpowered mega caravans than it is to produce locally, with the chronic lack of lowend ores.



Prior to that point, Alliance income was multi-faceted, with collectively owned t2 BPOs and 0.0 ratting/mining (e.g. corp and refinery taxes) at its core. Since most t2 production was used internally to the alliance, it made sense do so at least some of the production in 0.0. Ratting and mining also meant a large portion of the low end (from refined loot) and high end (from mining) minerals were already in place.

After those changes not only did t2 become WAY cheaper (BPOs less profitable, internal (subsidised) alliance production less necessary), but Alliance income became largely relient on holding R64 and later Tech moons, something that industrial players were not capable of beyond the obligitory POS logistics teams (usually less than 20 people for a many thousand person alliance). At the same time, better logistics through cyno-networks, JFs, proliferation of carriers etc made moving large amounts of ships and material from Empire into 0.0 more and more feasible.

What this meant was that there was no point being an industrial alliance - PvP alliances had better income by miles and could buy everything they wanted from their newfound moongold.


I'm not convinced the changes will fix this problem, without some heavy nerfs to logistics to encourage localisation, but they certainly are a GREAT step in the right direction. I trust CCP to follow up on this.


Yup, pretty much this. It used to be that you could be strong but poor (PvP alliance) or weak but rich (industrial alliance), because making lots of money and being militarily strong required fundamentally different internal cultures/structures, and every alliance had to decide where it wanted to fall on that spectrum. With the advent of supermoons, being strong and being rich fed into each other, and suddenly there was no upside to being an industrial alliance.

(This is my go-to example for unintended consequences in emergent design.)


Sorry, but why is tech 2 bpos = industrial alliance? That sounds more like rich/old players that have tech 2 bpos can fund an alliance; similar to how tech could.

Null sec industry died for one reason; shipping in product is easier then making it locally. Back during the last tope price spike - 10 months ago or so? When isotopes were regularlly 1k - I actually did a fair big of manufacturing in 0.0. I was out in Branch (end of the galaxy). So I mined high/mid ends. Bought up hauler spawns. And imported more low ends. And made some decent isk.

Once fuel prices plummeted again, it was hard to justify the markup. On the other hand, I do have 4 industrial alts in high-sec that make isk there. (despite my main living in 0.0).


Liz Laser
Blood Tribe Inc
#24 - 2013-04-29 16:30:46 UTC  |  Edited by: Liz Laser
CCP Greyscale wrote:
Lallante wrote:
Camios wrote:
CCP Greyscale wrote:
Nullsec industrial alliances were killed off by the addition of invention and the resulting price rises in prom/dyspro (and later tech). We're hoping that the moon rebalance in Odyssey starts to wind that back a bit, but it's not the whole solution.


Could you please elaborate on that? I don't realize the link between the two things. I mean, why an increase in moon minerals price would stop nullsec industrialists?

Instead I would say (perhaps naively) that the ease of logistics (jump freighters and stuff) killed nullsec industry, since it's far easier to produce in highsec (where lowend ores coming from afk mining are abundant) and move stuff in 0.0 with those overpowered mega caravans than it is to produce locally, with the chronic lack of lowend ores.



Prior to that point, Alliance income was multi-faceted, with collectively owned t2 BPOs and 0.0 ratting/mining (e.g. corp and refinery taxes) at its core. Since most t2 production was used internally to the alliance, it made sense do so at least some of the production in 0.0. Ratting and mining also meant a large portion of the low end (from refined loot) and high end (from mining) minerals were already in place.

After those changes not only did t2 become WAY cheaper (BPOs less profitable, internal (subsidised) alliance production less necessary), but Alliance income became largely relient on holding R64 and later Tech moons, something that industrial players were not capable of beyond the obligitory POS logistics teams (usually less than 20 people for a many thousand person alliance). At the same time, better logistics through cyno-networks, JFs, proliferation of carriers etc made moving large amounts of ships and material from Empire into 0.0 more and more feasible.

What this meant was that there was no point being an industrial alliance - PvP alliances had better income by miles and could buy everything they wanted from their newfound moongold.


I'm not convinced the changes will fix this problem, without some heavy nerfs to logistics to encourage localisation, but they certainly are a GREAT step in the right direction. I trust CCP to follow up on this.


Yup, pretty much this. It used to be that you could be strong but poor (PvP alliance) or weak but rich (industrial alliance), because making lots of money and being militarily strong required fundamentally different internal cultures/structures, and every alliance had to decide where it wanted to fall on that spectrum. With the advent of supermoons, being strong and being rich fed into each other, and suddenly there was no upside to being an industrial alliance.

(This is my go-to example for unintended consequences in emergent design.)


People will definitely fight for passive income.

What I am amazed at, though, is the mechanics of it aren't automatically spread amongst the people who hold that space.

The mechanics of moon-goo seem to ASSURE that it passes from the hands of a single owner to other hands only if the owner chooses. I'm also surprised that it took a long time for populism (or feigned populism if you're a skeptic) to become emergent gameplay under such a system. While Null needs something to fight over, I'm not convinced we need KINGPINS, Nor am I convinced that leaders wouldn't emerge simply from cults of personality and successful results seen by their followers. While I have managed to find very personable benevolent dictators and enjoyed the generous SRPs of those benevolent dictators, it is curious that the "something to fight over in Null" isn't something the holders of that space would accrue just for being there or from working the space. It is parceled out by leaders in an almost feudalistic manner. Does CCP intend to ever change the leader driven bottleneck of those riches?

btw, I understand leaders need a way to pay for upgrade costs, etc. but that could happen through something like taxes (if CCP arranged a system where taxes were harder to dodge).
Varius Xeral
Doomheim
#25 - 2013-04-29 16:35:49 UTC  |  Edited by: ISD Dosnix
*snip*
Edit:
Post deleted due to personal attacks.
Kind Regards
ISD Dosnix

Official Representative of The Nullsec Zealot Cabal

Liz Laser
Blood Tribe Inc
#26 - 2013-04-29 16:43:07 UTC  |  Edited by: ISD Dosnix
Varius Xeral wrote:
*snip* Personal attack deleted from this quote! ISD Dosnix


But I'm learning soooo much. Seriously, these dev responses in particular have been quite informative.

Also, the number of LIKES I have has quadrupled this weekend. While I've never posted for LIKES, this weekend's posts certainly seem to interest other readers.

But as far as my ignorance... I don't pretend to be a genius, read my bio.

But I post about what I'm interested in. You're free to ignore it.

You're also free to troll me. Carry on.
Varius Xeral
Doomheim
#27 - 2013-04-29 16:48:55 UTC
Right, and how do reasonable people learn things? Do they walk into a room and blurt out moronic statements until people are forced to correct them?

Official Representative of The Nullsec Zealot Cabal

Liz Laser
Blood Tribe Inc
#28 - 2013-04-29 16:53:42 UTC  |  Edited by: Liz Laser
Varius Xeral wrote:
Right, and how do reasonable people learn things? Do they walk into a room and blurt out moronic statements until people are forced to correct them?



There are those that agreed with some of this weekend's posts.

But, perhaps anyone who disagrees with YOU are morons?

In THIS topic's OP I specifically said I wasn't speaking from conviction, but was interested in opinions on the idea, so yeah, I took what might *admittedly* be a weak argument and threw it out there to see where the flaws might be. It's not the only way to learn, but it is one method.

I've heard your opinion. Thanks.
Mr Epeen
It's All About Me
#29 - 2013-04-29 16:56:49 UTC
Thread Topic wrote:
If null-sec industrialism is broken, it might not be CCP's fault


It is totally CCP's fault.

If they hadn't cracked down so hard on RMT and botting, then null industry would still be the massive ISK fountain that it used to be.

Shame on you, CCP, for destroying null sec industry.

Mr Epeen Cool
Captain Tardbar
Deep Core Mining Inc.
Caldari State
#30 - 2013-04-29 17:02:27 UTC  |  Edited by: Captain Tardbar
Varius Xeral wrote:
Right, and how do reasonable people learn things? Do they walk into a room and blurt out moronic statements until people are forced to correct them?



Some college argument and debate classes are like this, and I suppose yes you do learn things.

For one they teach people to avoid personal attacks and belittling of the opponent.

I mean the professor will most likley give bad marks to the person who called their opponent stupid even if the person in question said something that had little to do with factual reality.

Sadly, most people on EVE forums think they win the argument by dismissing the opposition and calling their ideas dumb.

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

Abrazzar
Vardaugas Family
#31 - 2013-04-29 17:02:33 UTC
shameless plug
To allow alliances to customize their systems and tailor them for industrial needs, I propose the mechanics outlined in the thread linked in my signature. Bear
KuroVolt
Federal Navy Academy
Gallente Federation
#32 - 2013-04-29 17:16:20 UTC
Confirming everything is always CCPs fault.

Also confirming everyone should become NRDS and join the Provi-Bloc Coalition.

BoBwins Law: As a discussion/war between two large nullsec entities grows longer, the probability of one comparing the other to BoB aproaches near certainty.

Jenn aSide
Worthless Carebears
The Initiative.
#33 - 2013-04-29 17:27:15 UTC
I do like the way the CCP guy came in and totally proved the OPs assertion wrong without seeming to do so Twisted .

Null industry suffered unintended consequences due to the gamer maker's well intention changes, NOT because null sec players are so mean to everyone and shoot people (in a video game about space ships with guns) for no reason at all.

High Sec and NRDS player prejudice #23917523, Debunked.
Alice Katsuko
Perkone
Caldari State
#34 - 2013-04-29 17:34:51 UTC  |  Edited by: Alice Katsuko
The problem with null industry is that it's currently almost impossible to source low-end minerals locally at a decent price in any reasonable quantity unless you invest substantial resources into growing your own mining corporation. Because of the way mineral markets work, in most situations a miner can make just as much mining in high-sec as in null after accounting for the all the hassles mining in null involves. So there's no point in mining in null as a way of making ISK, when you can make a similar amount in high-sec for less effort and without having to listen to alliance command cry about mining alts during ops.

And even if you grow that fleet, current hidden belts are so skewed towards high-ends that fully mining out certain grav sites won't produce enough tritanium for a single Rokh, so an industrialist would have to import low-end minerals anyway. At that point, most folk throw up their hands and choose to produce in high-sec, because it takes substantially less effort.

Thankfully, Odyssey will fix that by substantially increasing null low-end supply and ISK output.

Arguably, making bulk logistics more difficult would encourage null industry by separating null and high-sec markets, and forcing null to produce ships and such locally. But that would still require a decent local source of low-ends, which is coming with Odyssey.

Structurally, the current game mechanics disincentivize null industry, outside of certain specific circumstances. This has been the case for years, and I wrote as much when eliminating drone alloys was seriously proposed. Once the mineral supply is sufficient to sustain industrial activity, it may make a lot of sense to nerf module-based mineral compression into the ground, and maybe to also increase the volume of ships across the board to make importing them more difficult.

Moons have nothing to do with it. Ditto outpost build slots. Moons are a problem, in part because they're a mostly-passive source of income that requires substantial resources to take and control, but once controlled can be a fountain of ISK that pays for maintaining control. War is expensive, after all. Although moons also provide objectives to fight over, so they're not all bad.

All that said, I do agree broadly with CCP Greyscale, in that moons are not healthy for the game, and it would be nice if alliances were to rely more on PvE activity for funding things like ship replacement and such.
Liz Laser
Blood Tribe Inc
#35 - 2013-04-29 17:42:49 UTC  |  Edited by: Liz Laser
Jenn aSide wrote:
I do like the way the CCP guy came in and totally proved the OPs assertion wrong without seeming to do so Twisted .

Null industry suffered unintended consequences due to the gamer maker's well intention changes, NOT because null sec players are so mean to everyone and shoot people (in a video game about space ships with guns) for no reason at all.

High Sec and NRDS player prejudice #23917523, Debunked.


As I said in the OP, I have only chosen NBSI. So while my notion may have been insignificant in the overall scheme of things, it wasn't written out of prejudice. But if you meant that it is a common prejudice that's out there, then debunking it is indeed useful.
Murk Paradox
Ministry of War
Amarr Empire
#36 - 2013-04-29 17:46:57 UTC
C DeLeon wrote:
It's not our fault. A proper industrialist is looking for the highest possible income with lowest possible expenditure (including time, effort, calculated risk, logistical diffculties and market demands) to maximize his profit. There is just no sane reason to bring out the business from highsec. If there would be more ways to find an edge on the market or in the process of manufacturing I bet most serious industrialists would bring out their business and looking for deals with low/null entities if they don't have already one. But there isn't.

If CCP want to buff low/null industry without nerfing highsec to the ground they have to add new ways, features, new levels to the low/null industry without touching the highsec industry. I hope with the theme "space colonization" they want to work towards a similar goal.



If you work at a job solely to maximize profit, you will find yourself hating your job no matter how much money it pays.

Ice miners are proof of this. Hell, all miners are proof of this lol.

Better to find a way to earn more doing what you like at a paycut than chase the almighty isk.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Malcanis
Vanishing Point.
The Initiative.
#37 - 2013-04-29 17:59:14 UTC  |  Edited by: Malcanis
CCP Greyscale wrote:
Nullsec industrial alliances were killed off by the addition of invention and the resulting price rises in prom/dyspro (and later tech). We're hoping that the moon rebalance in Odyssey starts to wind that back a bit, but it's not the whole solution.


They were also killed off by the rat loot nerf, which ended a major supply of low-end minerals, and also by the availability of improved logistics exposing 0.0 to the massive advantages which hi-sec had all along.


EDIT: Not that I am complaining about the rat loot nerf, which was good and necessary

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

Grath Telkin, 11.10.2016

Falin Whalen
Federal Navy Academy
Gallente Federation
#38 - 2013-04-29 18:03:55 UTC
Lallante wrote:
Camios wrote:
CCP Greyscale wrote:
Nullsec industrial alliances were killed off by the addition of invention and the resulting price rises in prom/dyspro (and later tech). We're hoping that the moon rebalance in Odyssey starts to wind that back a bit, but it's not the whole solution.


Could you please elaborate on that? I don't realize the link between the two things. I mean, why an increase in moon minerals price would stop nullsec industrialists?

Instead I would say (perhaps naively) that the ease of logistics (jump freighters and stuff) killed nullsec industry, since it's far easier to produce in highsec (where lowend ores coming from afk mining are abundant) and move stuff in 0.0 with those overpowered mega caravans than it is to produce locally, with the chronic lack of lowend ores.



Prior to that point, Alliance income was multi-faceted, with collectively owned t2 BPOs and 0.0 ratting/mining (e.g. corp and refinery taxes) at its core. Since most t2 production was used internally to the alliance, it made sense do so at least some of the production in 0.0. Ratting and mining also meant a large portion of the low end (from refined loot) and high end (from mining) minerals were already in place.

After those changes not only did t2 become WAY cheaper (BPOs less profitable, internal (subsidised) alliance production less necessary), but Alliance income became largely relient on holding R64 and later Tech moons, something that industrial players were not capable of beyond the obligitory POS logistics teams (usually less than 20 people for a many thousand person alliance). At the same time, better logistics through cyno-networks, JFs, proliferation of carriers etc made moving large amounts of ships and material from Empire into 0.0 more and more feasible.

What this meant was that there was no point being an industrial alliance - PvP alliances had better income by miles and could buy everything they wanted from their newfound moongold.


I'm not convinced the changes will fix this problem, without some heavy nerfs to logistics to encourage localisation, but they certainly are a GREAT step in the right direction. I trust CCP to follow up on this.

Absolutely these changes will help with localisation in 0.0.

With the Ice changes in the next expansion, a 20% reduction in ice products is definately going to make fuel and topes more expensive for towers and JFs. This will also have a knock on effect of restricting capital movement, so all you higsec whiners complaining about cap/supercap force projection can stop b!tch!ng complaining.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#39 - 2013-04-29 18:08:43 UTC
KuroVolt wrote:
Confirming everything is always CCPs fault.

Also confirming everyone should become NRDS and join the Provi-Bloc Coalition.


CVA is pretty much NBSI these days.... your standings show red to most of eve Lol

Not a diplo. 

The above post was edited for spelling.

Murk Paradox
Ministry of War
Amarr Empire
#40 - 2013-04-29 18:10:18 UTC
Alice Katsuko wrote:
The problem with null industry is that it's currently almost impossible to source low-end minerals locally at a decent price in any reasonable quantity unless you invest substantial resources into growing your own mining corporation. Because of the way mineral markets work, in most situations a miner can make just as much mining in high-sec as in null after accounting for the all the hassles mining in null involves. So there's no point in mining in null as a way of making ISK, when you can make a similar amount in high-sec for less effort and without having to listen to alliance command cry about mining alts during ops.

And even if you grow that fleet, current hidden belts are so skewed towards high-ends that fully mining out certain grav sites won't produce enough tritanium for a single Rokh, so an industrialist would have to import low-end minerals anyway. At that point, most folk throw up their hands and choose to produce in high-sec, because it takes substantially less effort.

Thankfully, Odyssey will fix that by substantially increasing null low-end supply and ISK output.

Arguably, making bulk logistics more difficult would encourage null industry by separating null and high-sec markets, and forcing null to produce ships and such locally. But that would still require a decent local source of low-ends, which is coming with Odyssey.

Structurally, the current game mechanics disincentivize null industry, outside of certain specific circumstances. This has been the case for years, and I wrote as much when eliminating drone alloys was seriously proposed. Once the mineral supply is sufficient to sustain industrial activity, it may make a lot of sense to nerf module-based mineral compression into the ground, and maybe to also increase the volume of ships across the board to make importing them more difficult.

Moons have nothing to do with it. Ditto outpost build slots. Moons are a problem, in part because they're a mostly-passive source of income that requires substantial resources to take and control, but once controlled can be a fountain of ISK that pays for maintaining control. War is expensive, after all. Although moons also provide objectives to fight over, so they're not all bad.

All that said, I do agree broadly with CCP Greyscale, in that moons are not healthy for the game, and it would be nice if alliances were to rely more on PvE activity for funding things like ship replacement and such.



I agree. Moons as a "conflict driver" is a terrible idea because at some point you will simply "win" and hope the winning side "loses" by way of fail cascade. That in turn breeds a "if you don't like it make your own and come at us" approach which is inheritantly one sided.

So now, you have people/forces producing a diamond quality ship, but still insisting they need the tin quality ships in order to survive.

While you do not NEED t1 hulls to survive in null anymore, it definitely makes it easier on the wallet.

In short, null just might be outgrowing itself. Hence the change.

It seemed to have been better when the world was much bigger. Now you have coalitions of thousands of pilots playing political metagames and using ships as toys because that moongoo/territory is so hungrily coveted that the dynamics of fear that should keep null in check subsides.

Power projection is trivialized.

Hotdrop for boredom? Done.

Black Ops roams? Done.

FW stagnating? Roam to NPC null (that BO hotdrop was pretty impressive in Syndicate btw Samurai Pizza Cats!) at a drop of the hat.

Everything bleeds over.

Now, with industry centralized to their own sectors, perhaps we will see more isk lost into blown up supercaps and see strategy have to win the day as opposed to throwing money at a wall.

Quantity is it's own quality, but it isn't that good.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.