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Clone costs and old vets

First post
Author
In Spirit
Federal Navy Academy
Gallente Federation
#261 - 2013-05-16 00:19:47 UTC
Careful, your troll is showing.

Well thought out responses as to why you believe you should have control of NPC service pricing.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#262 - 2013-05-16 00:24:49 UTC
I never said I want to control NPC pricing. I said that prices should be lower, because the overall perception between the majority of people who are in the business of losing pods on a regular basis (read: 0.0 pvpers) think they're too high for high-SP character. The whys have already been talked about in detail in the previous pages.

The alternative is to make clones a player-driven service, like pretty much every other service in the game, aside from skill books and insurance, plus some other very minor ones.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Six Six Six
Doomheim
#263 - 2013-05-16 00:39:36 UTC  |  Edited by: Six Six Six
Destiny Corrupted wrote:
The alternative is to make clones a player-driven service, like pretty much every other service in the game, aside from skill books and insurance, plus some other very minor ones.




I think clones should stay as they're but at the reduced cost.

Much easier as it is, can change the clones location easily through the medical facility.




If player driven, prices will vary, possibility of not being able to get a clone, transportation of the clone risky.

Which comes down to anything that stops people playing the game is not good to have in the game.


So although I'm in favour of players making most things, there are some things that need to kept out of the players manufacturing hands and I think clones is one of those things.
Corey Fumimasa
CFM Salvage
#264 - 2013-05-16 00:53:57 UTC
Destiny Corrupted wrote:
I never said I want to control NPC pricing. I said that prices should be lower, because the overall perception between the majority of people who are in the business of losing pods on a regular basis (read: 0.0 pvpers) think they're too high for high-SP character. The whys have already been talked about in detail in the previous pages.

The alternative is to make clones a player-driven service, like pretty much every other service in the game, aside from skill books and insurance, plus some other very minor ones.


The majority of players with well designed and implemented character concepts think that clone costs should be higher. Cheap clones are an advantage to those who want a win and not a challenge. There's actually some other games on the market that specialize in that feeling.

Eve is an experiment in how "real" a virtual world can be made to feel. You wont get that with circus rides and kiddy shows.


Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#265 - 2013-05-16 00:56:01 UTC
I just counted in this thread, and you're wrong.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Corey Fumimasa
CFM Salvage
#266 - 2013-05-16 01:05:48 UTC
You speak like a consumer who demands satisfaction because you paid for a product and you are entitled to it. This mindset leads to overconsumption as people cannot ever be satisfied by passive entertainment, they continually consume in order to sate the hunger.

Try to view Eve as a great experiment, a journey, that we all have the privilege of taking together. revel in that, and soak up the possibilities that it can realize and present. You will be thinner but not so hungry perhaps.
Six Six Six
Doomheim
#267 - 2013-05-16 01:07:42 UTC
Corey Fumimasa wrote:
Destiny Corrupted wrote:
I never said I want to control NPC pricing. I said that prices should be lower, because the overall perception between the majority of people who are in the business of losing pods on a regular basis (read: 0.0 pvpers) think they're too high for high-SP character. The whys have already been talked about in detail in the previous pages.

The alternative is to make clones a player-driven service, like pretty much every other service in the game, aside from skill books and insurance, plus some other very minor ones.


The majority of players with well designed and implemented character concepts think that clone costs should be higher. Cheap clones are an advantage to those who want a win and not a challenge. There's actually some other games on the market that specialize in that feeling.

Eve is an experiment in how "real" a virtual world can be made to feel. You wont get that with circus rides and kiddy shows.





That's just plain daft, so you think clones should be higher because some people want them lower.

There is no challenge, unless you refer to the challenge of being able to pay for one. Of which of course those asking for higher prices are either trolling or have so much isk it won't even really effect them or of course they don't even do anything that risky.

Experiment in how real a virtual world can be, ok, so where did I leave my clone in the real world.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#268 - 2013-05-16 01:15:32 UTC
Corey Fumimasa wrote:
You speak like a consumer who demands satisfaction because you paid for a product and you are entitled to it. This mindset leads to overconsumption as people cannot ever be satisfied by passive entertainment, they continually consume in order to sate the hunger.

Try to view Eve as a great experiment, a journey, that we all have the privilege of taking together. revel in that, and soak up the possibilities that it can realize and present. You will be thinner but not so hungry perhaps.

Oh boy...Uh, no, the bears who want guaranteed safety are the ones who feel entitled to anything. All I'm asking for is for clones to be cheaper so that I can lose more of them for the same amount of money, which would conveniently allow me to provide a lot of content for other players who are also looking for pvp. Keep in mind that clone cost is the only non-player-driven factor that influences pvp. I can save money on ships, modules, and implants, but this is something that's set in stone. It's entirely arbitrary.

Arguing against this simply means you're anti-pvp. It must benefit you somehow if less people are out there looking for fights.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Corey Fumimasa
CFM Salvage
#269 - 2013-05-16 01:35:01 UTC
I'm good with player crafted clones. lets say a beta clone would require 3000 tritanium and a corpse, and a Phi would require 3 corpses and 6 melted nano ribbons. That would actually stop clone costs from being eroded by inflation. +1
OfBalance
Caldari State
#270 - 2013-05-16 01:37:16 UTC  |  Edited by: OfBalance
Gogela wrote:

That's a good argument. I don't know how big of a sink clone costs are tbqh... I guess if I knew that I'd have to re-evaluate my position. If it is significant relative to overall sinks, say 30%+ of total sinking... then I'd have to disagree with you. Much less than that and you'd turn me around on the topic.


The economic premise that a lower clone cost encourages more risk-taking and thus more overall instances of isk being "sunk," really makes the argument valid either way.

Corey Fumimasa wrote:
I'm good with player crafted clones. lets say a beta clone would require 3000 tritanium and a corpse, and a Phi would require 3 corpses and 6 melted nano ribbons. That would actually stop clone costs from being eroded by inflation. +1


I like this idea. In regards to inflation, in general, however; there's no stopping it when isk faucets are unlimited. (And frankly there's no way to get rid of unlimited isk faucets unless CCP is willing to pull isk from idle accounts and return it to the economy by some method. The only one that's obvious is strictly verboten, so I think that's here to stay.)
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#271 - 2013-05-16 01:43:00 UTC
It's progress, though I don't think adding corpses into the formula would be a good idea, since there aren't many to begin with, and looting them is problematic. People would end up farming throwaway alts for them anyway.

One thing I would insist upon, though, is that the formula be some kind of hyperbolic function (rises quickly and then tapers off).

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Corey Fumimasa
CFM Salvage
#272 - 2013-05-16 01:46:26 UTC
Destiny Corrupted wrote:
It's progress, though I don't think adding corpses into the formula would be a good idea, since there aren't many to begin with, and looting them is problematic. People would end up farming throwaway alts for them anyway.

One thing I would insist upon, though, is that the formula be some kind of hyperbolic function (rises quickly and then tapers off).

You are actually not in a position to insist on anything.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#273 - 2013-05-16 01:55:07 UTC
I absolutely am.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Corey Fumimasa
CFM Salvage
#274 - 2013-05-16 02:03:13 UTC
Destiny Corrupted wrote:
I absolutely am.


For a while I thought that you were an alt of someone who is metagaming this issue. Now I just think that you don't understand.

"Eve pvp will die and no one will dare to fight anymore if clones remain expensive. Subscribers will be lost and the servers will close! oh noes!!!"

I have made many mistakes while playing Eve, and lost a lot of ISK because of them. I have played very conservatively and lost a lot of ISK because of that. Those choices all have benefits and liabilities.

The game is as advertised, to come here whining about how unfair and difficult it is after playing for 100million skill points is just bizarre. What game did you think that you were playing?


Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#275 - 2013-05-16 02:16:23 UTC
Corey Fumimasa wrote:
Destiny Corrupted wrote:
I absolutely am.


For a while I thought that you were an alt of someone who is metagaming this issue. Now I just think that you don't understand.

"Eve pvp will die and no one will dare to fight anymore if clones remain expensive. Subscribers will be lost and the servers will close! oh noes!!!"

I have made many mistakes while playing Eve, and lost a lot of ISK because of them. I have played very conservatively and lost a lot of ISK because of that. Those choices all have benefits and liabilities.

The game is as advertised, to come here whining about how unfair and difficult it is after playing for 100million skill points is just bizarre. What game did you think that you were playing?



Kid, you have four credits in debate from the University of Phoenix Online or something? I never said any of those things, so don't make a quote and attribute it to me. It's crass.

How many times do I have to repeat myself that not everyone, even among 100m SP+ pilots, flies big expensive ships into combat? Do you genuinely not understand why having an NPC entity charge someone 45 million iSK for the privilege of having some frigate fun in 0.0 is a bad idea?

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Corey Fumimasa
CFM Salvage
#276 - 2013-05-16 02:16:59 UTC
OfBalance wrote:

I like this idea. In regards to inflation, in general, however; there's no stopping it when isk faucets are unlimited. (And frankly there's no way to get rid of unlimited isk faucets unless CCP is willing to pull isk from idle accounts and return it to the economy by some method. The only one that's obvious is strictly verboten, so I think that's here to stay.)


Earlier you mentioned that clones as sinks are not really affected by lowering clone costs. I think you are spot on there, lower clone costs will mean more lost clones and so the sink will stay balanced.

In fact I will go so far as to say that sinks in general aren't much of an issue. I'm sure CCP can figure out some way to pull ISK out of the game if they need to.

What clones do is help to close the power gap between high SP chars and low SP ones. It reinforces the idea of specialization and keeps everyone a bit nervous about combat.

The route that CCP seems to be taking is one of removing limitations from the top of the player base and buffing the hell out of the bottom. I would rather they heavily constrain the top and buff the bottom a bit, thats not going to happen though, too many QQ players atm.
lollerwaffle
Perkone
Caldari State
#277 - 2013-05-16 02:43:45 UTC
Bi-Mi Lansatha wrote:
Tom Gerard wrote:
Risk vs. Reward doesn't scale well

A 200m skillpoint character is not any safer than a 20m skillpoint character and yet has 10x the risk.
Then don't use it.

If you have trained up a 200M skill point character and then want to use them in a frigate... you have made a poor choice.


So you're saying that a high SP player is making a poor choice when he wants to engage in some t1 frigate pvp? You're saying that high SP players should only fly bling ships, or high SP ships? Not everyone wants to sit in a cap/supercap all day, you know?

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#278 - 2013-05-16 02:48:01 UTC
Yeah, we've made that argument to these guys dozens of times in this thread already, but they don't want to hear it. They just parrot "risk vs reward" at us, without stopping to think about the cost of the hulls we're talking about here, and the reward of flying them compared to others.

Derp.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Corey Fumimasa
CFM Salvage
#279 - 2013-05-16 02:49:07 UTC
lollerwaffle wrote:

So you're saying that a high SP player is making a poor choice when he wants to engage in some t1 frigate pvp? You're saying that high SP players should only fly bling ships, or high SP ships? Not everyone wants to sit in a cap/supercap all day, you know?



Its a poor choice to skill a frig pilot up to 150 million SP's. It was a mistake and anyone who did so is going to pay for it.
OfBalance
Caldari State
#280 - 2013-05-16 02:54:18 UTC  |  Edited by: OfBalance
Corey Fumimasa wrote:

What clones do is help to close the power gap between high SP chars and low SP ones. It reinforces the idea of specialization and keeps everyone a bit nervous about combat.


I don't think clones close the power gap at all. A trivial cost being imposed on wealthy vets and a more meaningful cost retarding the activity of less active vets doesn't really close any gaps. All it does is incentivise (as you mentioned) the affected players being more wary of combat that risks their clone.

I don't know in what way that advantages the new player because I see their greatest benefit coming from fighting other players in similar ships. The more vets that are pushed into low-risk-mode the fewer and more lop-sided fights are going to come to the rookies.

Corey Fumimasa wrote:

The route that CCP seems to be taking is one of removing limitations from the top of the player base and buffing the hell out of the bottom. I would rather they heavily constrain the top and buff the bottom a bit, thats not going to happen though, too many QQ players atm.


I don't have a problem with either approach, but my contention is that clones do nothing to constrain the veteran's advantage in combat in the first place.

Unless we operate on the fallacy that all vets are immensely wealthy and ignore this disincentive, there are no positive outcomes fror the new player or the vet from this imposition.