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

First post First post
Author
Varius Xeral
Doomheim
#301 - 2013-05-01 00:56:48 UTC
Nathalie LaPorte wrote:


Varius Xeral wrote:
It basically comes down to an invalid slippery slope argument of: "if you move 10% more percent of industry from hisec to nullsec, why not the entire 100%"?


...this is exactly the opposite of what I actually said. Straight


No, it's exactly what you just said.

Nathalie LaPorte wrote:
If null is completely self-sufficient

Official Representative of The Nullsec Zealot Cabal

Nathalie LaPorte
Native Freshfood
Minmatar Republic
#302 - 2013-05-01 00:58:15 UTC  |  Edited by: Nathalie LaPorte
Varius Xeral wrote:
Nathalie LaPorte wrote:


Varius Xeral wrote:
It basically comes down to an invalid slippery slope argument of: "if you move 10% more percent of industry from hisec to nullsec, why not the entire 100%"?


...this is exactly the opposite of what I actually said. Straight


No, it's exactly what you just said.

Nathalie LaPorte wrote:
If null is completely self-sufficient



Those are not the same, and you're taking 5% of my post completely out of context. If you take 5% of my post completely out of context, why not the entire 100%? ..kidding!
Varius Xeral
Doomheim
#303 - 2013-05-01 01:00:17 UTC
I'm really not trying to be disingenuous here.

Perhaps repeat your point in a different way.

Official Representative of The Nullsec Zealot Cabal

Nathalie LaPorte
Native Freshfood
Minmatar Republic
#304 - 2013-05-01 01:14:20 UTC
Varius Xeral wrote:
I'm really not trying to be disingenuous here.

Perhaps repeat your point in a different way.


Stripped of the rhetorical preface and conclusion, my main alternative suggestion was basically:

1. Move 10% of industry from high to null.

2. Move 80% of industry from high to low.

Which is not balancing industry so that most production is local, but also definitely not a slippery slope argument in favor of the status quo.
Varius Xeral
Doomheim
#305 - 2013-05-01 01:23:22 UTC
Aw, ok I see.

I never read anything prefaced with "if I was a dev".

Official Representative of The Nullsec Zealot Cabal

Nathalie LaPorte
Native Freshfood
Minmatar Republic
#306 - 2013-05-01 01:25:43 UTC  |  Edited by: Nathalie LaPorte
Varius Xeral wrote:
Aw, ok I see.

I never read anything prefaced with "if I was a dev".


Hah, fair enough, I rarely indulge in that hypothetical; but I couldn't resist here.
Gnoshia
Caldari Provisions
Caldari State
#307 - 2013-05-01 01:56:20 UTC
Nullsec should be better than highsec in every way.

Risk v Reward.

Since nullsec is risky it should have more reward. Including more rewarding industry.
Mr Epeen
It's All About Me
#308 - 2013-05-01 04:16:34 UTC
Gnoshia wrote:
Nullsec should be better than highsec in every way.

Risk v Reward.

Since nullsec is risky it should have more reward. Including more rewarding industry.


Looked at the map lately?

If by risk, you mean loss of ship, then 0.0 is the safest, most risk free area in the known galaxy. So high sec , as the riskiest place to live should have the highest rewards.

Mr Epeen Cool
Liz Laser
Blood Tribe Inc
#309 - 2013-05-01 04:38:49 UTC  |  Edited by: Liz Laser
Question:

People have mentioned here that life isn't all wondrous riches for those sections of null that don't control the best moon-goos.

If we make null-sec industry so that null sec players have a "vibrant local economy" (in EvilWeasel's words), what will be the conflict driver?

I can imagine some will say it is bad game design to make any of your players miserable, but if the sov-null winners are doing great and the sov-null losers are doing great, would that:

(A) lead to stagnation?

Or

(B) is null so eager for fights that industry (including industrial products like moon-goo) aren't even the conflict drivers, anymore?

Because I see arguments for either view.

The thing I see for (A) is the inclination of so very very many pilots to fatten their individual wallets rather than PvP (though grinding helps many to afford to PvP). edit: and admittedly most of that grinding is ratting/plexing, not industry.

But the argument I see for (B) is the willingness to expend huge sums on even a trivial opponent (like the silly hotdrops someone mentioned, and that I too have seen).

I sometimes wonder if there is no end to what people will do to get, or to win, a fight.

I've seen accidental Titan scouting, and am just waiting for the day it isn't accidental.

And of course there may be a C and D that I haven't even considered.
Nathalie LaPorte
Native Freshfood
Minmatar Republic
#310 - 2013-05-01 04:44:43 UTC
Liz Laser wrote:
Question:

People have mentioned here that life isn't all wondrous riches for those sections of null that don't control the moon-goo.

If we make null-sec industry so that null sec players have a "vibrant local economy" (in EvilWeasel's words), what will be the conflict driver?


You've failed to consider two points:

I. People in sov null that isn't as good as the best sov-null aren't sov-null losers, they're sov-null mediums. The losers lost their sov completely. You're looking at it with black-white goggles on, learn to see shades of gray.

II. Moon-goo is about to get massively changed, this is really the worst possible time for you to raise this issue.
Liz Laser
Blood Tribe Inc
#311 - 2013-05-01 04:51:37 UTC  |  Edited by: Liz Laser
Nathalie LaPorte wrote:
Liz Laser wrote:
Question:

People have mentioned here that life isn't all wondrous riches for those sections of null that don't control the moon-goo.

If we make null-sec industry so that null sec players have a "vibrant local economy" (in EvilWeasel's words), what will be the conflict driver?


You've failed to consider two points:

I. People in sov null that isn't as good as the best sov-null aren't sov-null losers, they're sov-null mediums. The losers lost their sov completely. You're looking at it with black-white goggles on, learn to see shades of gray.

II. Moon-goo is about to get massively changed, this is really the worst possible time for you to raise this issue.


I understand they are changing the regionalism and a bottleneck, but nothing I read screamed to me that a big powerful bloc couldn't control whatever the best moons turn out to be or is that where alchemy comes in?

When I was in Scorched Earth, I remember that an NC alliance owned our region's best moon (even though we we were pretty darn south on the map) and no one (us or enemies) even dared sneeze near it without being crushed. What did I miss that would keep a few blocs from doing that to whatever moons are best?

edit: also even when it is changed, the question of whether industry is (or will be) a conflict driver anymore still seems relevant. Though maybe it requires predicting the future and the future is too murky, right now?
Nathalie LaPorte
Native Freshfood
Minmatar Republic
#312 - 2013-05-01 05:13:29 UTC  |  Edited by: Nathalie LaPorte
Liz Laser wrote:
I understand they are changing the regionalism and a bottleneck, but nothing I read screamed to me that a big powerful bloc couldn't control whatever the best moons turn out to be or is that where alchemy comes in?


If they spread the best moons out among more moons, spread over the entirety of low/null, then you'd have to control pretty much all of space to control all the moons.

Liz Laser wrote:
edit: also even when it is changed, the question of whether industry is (or will be) a conflict driver anymore still seems relevant.


I never said it wasn't relevant. I said it was a bad time to consider what the conflict driver would be in areas without moongoo riches, because we don't know what those areas will be yet, or if they will even exist. We haven't even defined how much moongoo income will constitute "riches"
Liz Laser
Blood Tribe Inc
#313 - 2013-05-01 05:29:06 UTC  |  Edited by: Liz Laser
Nathalie LaPorte wrote:
Liz Laser wrote:
I understand they are changing the regionalism and a bottleneck, but nothing I read screamed to me that a big powerful bloc couldn't control whatever the best moons turn out to be or is that where alchemy comes in?


If they spread the best moons out among more moons, spread over the entirety of low/null, then you'd have to control pretty much all of space to control all the moons.




Liz Laser wrote:
edit: also even when it is changed, the question of whether industry is (or will be) a conflict driver anymore still seems relevant.


I never said it wasn't relevant. I said it was a bad time to consider what the conflict driver would be in areas without moongoo riches, because we don't know what those areas will be yet, or if they will even exist. We haven't even defined how much moongoo income will constitute "riches"


Fair enough.

edit: stupid rambling deleted because a second read shows me you ARE saying cherrypicking will be harder.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#314 - 2013-05-01 06:51:00 UTC
Liz Laser wrote:

If we make null-sec industry so that null sec players have a "vibrant local economy" (in EvilWeasel's words), what will be the conflict driver?



Hopefully it would be enemy alliances messing with your players and their industry. Right now we have moons as a centralized resource to fight over, and the egos of CEOs. And you see a lot of other nullsec residents complaining that there is little for them to do outside structure grinds, to take moons or to take sov from some one who insulted your CEO.

A lot of players want small gang and guerrilla war objectives. But structure grinding is too big and boring a task, and there is nothing else really going on in nullsec but ratting. The alliances more or less see ratting as private income generation that they prefer not to have drama over, and since you can shoot red crosses for about the same amount of isk in any where in the game, alliances aren't going to expend much resources to deal with enemies killing ratters.


But when highsec can't produce 100% of the game's ice needs, people will mine in nullsec, and messing with them means messing with the alliance's fuel supply for pos and caps. If the alliance starts to get several battleships of trit out of mining sites, they might actually care if enemies keep disrupting it. Either way, more people hauling ice and trit around, products from the buffed factory station, means more targets for roaming gangs. And rather than targets that are just out for personal income it will mean targets that have some strategic importance.
Liz Laser
Blood Tribe Inc
#315 - 2013-05-01 13:18:07 UTC  |  Edited by: Liz Laser
You make it sound tasty.

I previously have preferred structure shoots over roams because roams so often yield zero fights, whereas with a structure you can at least punish cowardice.

I imagine in Odyssey that miners will still be as cowardly as ratters, but if we roam often enough,or loiter long enough, then yeah I can picture the other side fleeting up if they need their precious ice.

Or will ice camping will be the new gate camping?

edit: If it becomes an obligation, it would probably just result in a shift of where gate campers camp.
Murk Paradox
Ministry of War
Amarr Empire
#316 - 2013-05-01 13:41:43 UTC
Velicitia wrote:
Murk Paradox wrote:
[quote=Zhade Lezte]

But that's so fundamentally flawed to try to compare the 2.

That's much akin to saying it takes 10 destroyers to equal a cruiser simply because of price.


The comparison is perfectly fine. TBH, it sounds like you don't quite grasp the concept of a "man-hour" ...

put simply, if something will take 10 man-hours it means that in order to complete the task:


  • 1 person takes 10 hours
  • 2 people take 5 hours
  • 4 people take 2.5 hours
  • 5 people take 2 hours
  • 8 people take 1.25 hours
  • 10 people take 1 hour



with what Tippia (and others) are saying is that

Task = make 5bn ISK

The task can be completed in many ways, though for the purposes of this discussion, we're going to use "Mining Ice" and "Defending one POS tower".

Both of these activities take 500 man-hours to do.

What this means is that, over the course of a month, you and 99 of your closest buddies will be either:

A) shooting reds in front of your tower, or flying out a system or three to stop them there OR
B) chilling in an ice belt mining .

Given one (1) Saturday afternoon, and 5 hours of play-time, you can do either (A) or (B), which will fulfill your "requirement" of putting in 500 man-hours of work.

soon as you complete (A) or (B), you have spent 500-man hours. Tomorrow (or next weekend) you may very well do the other one, but soon as that happens, you're up to 1,000 man-hours spent.



I understand that. But that explanation does not apply to the fact you can spend the man hours accomplishing both at the same time. Because the inherent flaw is that the man hours spent defending the moon tower does not mean it's under attack. You do not need to be parked in front of it.

Man hours spent defending that same moon tower does NOT mean you HAVE to be parked in front with a combat ship. Intel is just as important. Lookout, watching local, etc.

Those can also be down while gaining active income, such as ice mining.

That's where the argument comes from. You do NOT HAVE to spend 500 man hours defending a moon to gain that 5bil from it. You might HAVE to spend 500 man hours ice mining to equate the same income.

Hence the flaw.

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.

Murk Paradox
Ministry of War
Amarr Empire
#317 - 2013-05-01 13:50:06 UTC
Varius Xeral wrote:
Camios wrote:
Criticising Tippia's point...


This is all valid if the goal was actually to argue that moonmining (well technetium mining) was exactly equal to ice mining. However, the point of the example is that moon income is not some insurmountable advantage, with even the most basic of income methods being competitive (not necessarily equal) when performed at similar levels of organization and time spent.

To go even further, the argument itself is unnecessary because income is at best a secondary factor in wars, and if you are so poor that it makes a difference, there are almost assuredly other more important concurrent factors that will have a much bigger impact than income imbalance.

People can continue to harp on the exact qualities of the comparison, but it serves its purpose for the context it is made for, and it is ultimately unnecessary anyways, as the argument it is meant to counter is better refuted by other points.



Yes, my point is that everyone can ice mine, not everyone can moon mine. Those that can moon mine, can also ice mine. Which will always be an advantage because you do not have to choose between the 2 activities if they are available.

The implication of only having to do ONE task to earn the same income is flawed because you can do both, especially if you have more than 500 people working at it, and can exponentially earn more than the force that can only ice mine.

Any "comparison" between the 2 insinuates that you can only do 1 at a time, which is incorrect.

Only the force that only has ice mining available can do the 1 action, and that would be 500 man hours per moon in comparison.

If you only have 500 people (for comparison) and yet have 2 moons, that is NOT 1,000 man hours defending to earn the supposed 10bil/month, but it does require the other force that can only mine ice, to do so for 1,000 man hours to equate to the force that has 2 moons at 5bil/month each, PLUS that same force can ALSO mine ice and maybe NOT accomplish the full 500 man hours, but any sort of activity put to mining ice would be icing on that proverbial cake.

Again, it is impossible to compare the 2 because of the inherant variables.

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.

Eram Fidard
Doomheim
#318 - 2013-05-01 13:54:54 UTC  |  Edited by: Eram Fidard
Liz Laser wrote:
You make it sound tasty.

I previously have preferred structure shoots over roams because roams so often yield zero fights, whereas with a structure you can at least punish cowardice.



This is because there is nothing for a roaming gang to have a significant disruptive effect on. So there is no reason for the home team to defend against the roaming gang.

We need more targets of strategic significance for small-gang pvp, like the ability to disrupt ratting upgrades similar to services. Something that will get people to undock, because if they don't, when the enemy fleet leaves, life doesn't just go back to normal as if nothing happened.

Leave hostiles for too long in your system, and you could wind up with all your upgrades disabled for several hours, indices dropping in the meantime.

But that's just one possible solution...ANY kind of improvement in this area would be welcome.

edit: for those who live in 0.0: what is easier?

1. Dock up for 5-10 minutes and go afk, then come back and go right to whatever you were doing.

or

2. Form a counter-fleet, for a fight that may or may not happen, depending on several factors, including risk of just plain being hotdropped.



When there is no incentive to fight other than 'gfs', I think most people would rather dock up and play something else.

Poster is not to be held responsible for damages to keyboards and/or noses caused by hot beverages.

E-2C Hawkeye
HOW to PEG SAFETY
#319 - 2013-05-01 14:00:50 UTC
baltec1 wrote:
The only time when 0.0 had good industry was back when the population was so low we had next to no demand for ships/mods/ammo ect. Fast forward to today and we find that having less slots in all of 0.0 than a single high sec system means industry simply cannot happen out in null.


Living in safety in the blue doughnut comes with a price. If you are not happy where you are at perhaps you should consider moving your main to hi-sec instead of just your alts.
Bi-Mi Lansatha
The Scope
Gallente Federation
#320 - 2013-05-01 14:05:46 UTC
Gnoshia wrote:
Nullsec should be better than highsec in every way.

Risk v Reward.

Since nullsec is risky it should have more reward. Including more rewarding industry.
If risk vs reward is the guideline... Lowsec should be better than both.

That isn't going to happen.