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EVE's Economy - "Not Player Driven"

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Author
Samroski
Middle-Earth
#21 - 2013-06-02 10:39:24 UTC
1. Shuttles were an issue that got sorted 5 years ago.

2. Resources like minerals may be an issue, as they are limited only by boredom and time. Ice is being fixed.

3. (Lack of) harvesting of resources by alliances due to internal or external influences seems like a player-driven mechanism (whatever the motivation). Similarly, territorial ownership also seems like a player-driven thing.

4. CCP do tinker with the economy, and occasionally mess it up with the introduction of new things, or when trying to fix something.

5. PLEX may be an issue. Not sure where it fits into all of this.

6. The fact that 99% of the items are subject to demand and supply makes for a pretty decent system.

7. Can anyone name an MMO with a better player driven economy?

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Adunh Slavy
#22 - 2013-06-02 11:09:50 UTC
IMO, the arguments are essentially correct, my disagreement would be with the idea that the economy is not "player-driven". Perhaps the author of the comments can define player-driven. If the players did not exist, the economy would not function at all, of course the same could be said about any economy.

What does player-driven mean? Perhaps the argument would be better framed with regards to how much of the economy is in the hands of the players versus CCP.

Using the author's comments, we could make the same claim that the US, Europe, Japan, Russia, etc are not 'player-driven' economies since government and central banks also make arbitrary decisions with their assumptions about interest rates, reserve ratios and the restrictive influences of over bearing regulations, many of which set arbitrary limits.

If I had to guess, the author comes from a libertarian, perhaps even Rothbardian perspective, which I understand and appreciate, though would suggest to the author to keep in mind, Eve is a game, and as such is forced to exist within the limits of what it is.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

RAW23
#23 - 2013-06-02 11:56:19 UTC
Vera Algaert wrote:

In EVE CCP has to "fix" shortages by rebalancing (making the undersupplied product less desirable), by changing resource distribution or by granting new technology (e.g. Alchemy) like mana from heaven.



This also leads to the rather unfortunate situation that the best way to make money in eve, both in absolute and in isk/hour terms, is to speculate on divinely ordained changes to mechanics. It has always seemed a little sad to me that there is no purely in-game economic activity that can match up to making in-game economic choices on the basis of out-of-game events or variables.

There are two types of EVE player:

those who believe there are two types of EVE player and those who do not.

Minerva Achaea
Entropic Doom
#24 - 2013-06-03 10:58:29 UTC
"player driven" is a relative term.

CCP has to seed asteroids to mine after all, so barter with ore/minerals would still have a 'source' and be arbitrary (and blueprints are CCP created). So you can think of running missions as mining for isk, and the arbitrary isk sources as no worse than seeding asteroids and sinks as no worse than the arbitrary blueprints.

It is "player driven" enough that I am entertained.

Entropic Dooom: get paid to kill people! Revenue paid out weighted by destruction. Guaranteed 100M isk total weekly payout. https://forums.eveonline.com/default.aspx?g=posts&m=3108383

Minerva Achaea
Entropic Doom
#25 - 2013-06-03 10:59:54 UTC
RAW23 wrote:
Vera Algaert wrote:

In EVE CCP has to "fix" shortages by rebalancing (making the undersupplied product less desirable), by changing resource distribution or by granting new technology (e.g. Alchemy) like mana from heaven.



This also leads to the rather unfortunate situation that the best way to make money in eve, both in absolute and in isk/hour terms, is to speculate on divinely ordained changes to mechanics. It has always seemed a little sad to me that there is no purely in-game economic activity that can match up to making in-game economic choices on the basis of out-of-game events or variables.


Disturbingly this is true of real life too.

Entropic Dooom: get paid to kill people! Revenue paid out weighted by destruction. Guaranteed 100M isk total weekly payout. https://forums.eveonline.com/default.aspx?g=posts&m=3108383

Caleb Ayrania
TarNec
Invisible Exchequer
#26 - 2013-06-03 11:02:51 UTC
Only a few valid points in this guys argument and his conclusion, and ccp hating is pathetic.

There are npc aspects in game for 2 reasons.

1. To originally stimulate economic development, when players had not yet the numbers or activity to work it all.

This is equivalent to what I usually term "Easy-mode" gamemastering, where you let players create their own story by playing them out "against" eachother, and by creating content according their expectations, and by a well defined lore/cosmology. The more players the more you can lean back, and just let them interact with eachother. With low numbers you have to stir the pot a bit. This is what the npc and gm events are supposed to do, and originally did. This then lead to a few mishaps, like the t20 incident and the poorly thought through lottery of T2 items.

2. The npc aspect is a mechanism to control the flow of isk. The volume of isk in total, and the distribution of resources.

There is a small flaw in the guys argument, and in many peoples understanding of resources. In RL you can say that resources seem limited, but in reality they are only scarce because of the way its accessed. To consider oil, there is plenty of oil available, what makes it scarce is its distribution and the needed technology, and manhours to get it to market. This is the case with most things we know from real economies. In EVE this scarcity is flawed in its mechanic. The scarcity is simulated by npc/server via things like roid respawns etc, and not by the tools, manhours, and logistics. This is the result of catering to easy-mode game aspects like poor time sinks on production, and most important recycle and refine that is instant, and not very capacity and efficiency limited. Hopefully in the coming industry and economy changes these things will be considered.

Also a tl:dr and slightly less ranty version of OPs arguments I wrote up in RP-esque fasion here..

critique-of-the-communistic-reasoning
mynnna
State War Academy
Caldari State
#27 - 2013-06-03 12:19:27 UTC
The dude seems rather butthurt over the influence large alliances hold in nullsec and apparently believes CCP is specifically catering to them (e: us) because QuestionQuestionQuestion

Member of the Goonswarm Economic Warfare Cabal

Tinu Moorhsum
Random Events
#28 - 2013-06-03 14:28:52 UTC
Upon first reading it seems that the OP is equating a non purely libertarian econcomic model to a pure command economy. it's a kind of black and white thinking that takes two extremes, neither of which exist in the real-world (or in game) in anything close to pure form because their extreme nature, and saying that since it isn't one of those, then it must be the other.

In short. Meh.

I think certain areas of the economy could be floated a lot more based on pure player driven value creation. Office space in stations is one that came up recently and there are muliple good examples where less CCP control would be a good thing. So on that point I'm going to meet the OP part way by agreeing that there is room for improvement.

The second part that the OP quoted just seemed to be a bit of sperging about perceieved injustices and has little to nothing to do with the economy unless I missed something.
GreenSeed
#29 - 2013-06-03 14:51:28 UTC
following the OPs quotes one can easily argue that reality has no "human driven" economy.
Barakach
Caldari Provisions
Caldari State
#30 - 2013-06-03 16:52:15 UTC
You can never have a truly player-drive market in a video game because real markets are driven by real limitations, not artificial ones.

A video game is a wonderland where anything is possible, but the real world has certain limitations that cannot be broken.

It is kind of a pointless argument.
Airto TLA
Acorn's Wonder Bars
#31 - 2013-06-03 17:44:15 UTC
1.) Eve does a good job of being a "real" economy.

2.) It suffers from the fact that true inovation cannot happen at the player level, ie.; you cannot invent fracking, artificial rubber, improve software or computer hardware, you cannot invent a new mettelargy or make a new class of ship.

3) Resources must be constrained and populated to allow the game to be fun

4) Unrealisticly large number of material resources must be allowed to be mined per month, since an unrealistic number of ships blow up each day.

5) To keep coding simple certain types industrial transactions cannot happen.

6.) LEgal and contracting considerations are ignored in the economy since the are to hard to enforce (CCP would needa staff of hundreds just to do this).

SO basically Eve's economy is great considering the fact it has to exist within the framework of a game, it must be bent sometimes to allow the game to remain fun. It is not an economic simulation.

Vaerah Vahrokha
Vahrokh Consulting
#32 - 2013-06-03 18:05:24 UTC
Cinara Miriam wrote:
Does anyone here at MD have anything to add to this discussion? He has made some fair points I think, there are some strong external factors that influence EVE's economy, but he hasn't convinced me that everyday players are the main driving factors of the economy, and not some mega CCP-BOB conglomerate.


Hate to break it for your overly purist friend, but every economy is driven by big players that act as much if not worse than CCP.

EvE's a good economy because it remains tradable and playable despite CCP and big players taking some dominant positions.

Of course the average Joe will be at disadvantage but wait, in RL economy and markets it's even worse.
Astrum Obtutus
Perkone
Caldari State
#33 - 2013-06-03 18:08:28 UTC
Joan Greywind wrote:


...hence the argument the attacker has to be lucky once while the defender has to be lucky always...




I am stealing that for my next self defense class.
Ricard Chastot
Snake Eye Production
#34 - 2013-06-03 18:24:09 UTC
Quote:
It seems like the EVE economy is player-driven, since players get to set prices for their sales and purchases. The reality, however, is that there are coercive influences that, most optimistically, provide boundary conditions on the economy, but, realistically, poison and drive it. Here are a few of the circumstances that make EVE's economy not player-driven:


  • Natural resources are arbitrarily limited. This comports with the real world, sure, but we're talking about a game and discussing player-driven economies. You don't want natural resources to be unlimited and unthrottled, but when considering the balance between availability and effort to acquire, EVE is so dramatically on the side of restricting availability as to remove effort to acquire entirely from the picture. There is so little effort required to acquire resources, once territory has been captured, that several of the notable major alliances don't harvest them at all. I am all too intimately acquainted with the real-money negotiations certain major alliances routinely engage in with ISK sellers for harvesting privileges.
  • CCP has established territorial ownership mechanics which disproportionately reward those who already have territory over those who would acquire it. Defense is far too heavily weighted over assault, which, when coupled with the catastrophically small map (another arbitrary limitation), results in a total absence of frontier and grossly limited opportunity to displace, giving existing territory-holders coercive pricing influence.
  • CCP continues to create market-breaking systems within the game. Every time they make a half-hearted swipe at revamping FacWar, for instance, they create more mechanisms by which their fiat currency enters the game, generating market exploits and inflating the economy. Then they introduce more ISK sinks to try to balance their colossal screw-ups, resulting in both more market exploits and greater market disruption.


EVE's economy is only nominally player-driven. In reality, it is a detestable amalgam of the CCP-protected influences of key alliances and the forceful disruptions of CCP attempts to band-aid their mistakes.


This guy must think that there are no player/people-driven economies in the real world either then. Limited natural resources, check. Territorial ownership gives economic advantages, check. More fiat currency constantly entering the economy, check.

Basically, there are boundary conditions in real-life economies too. The main difference is that in real-life these are mostly set by the laws of nature (with the rest set by governments) and CCP sets Eve's (and tweaks them quite drastically sometimes).

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Teodo Maasin
Phronesis.
#35 - 2013-06-03 18:26:42 UTC
Ireland VonVicious wrote:

I would be willing to bet money that the guy who whined that hard to you is a libertarian. They confuse economy with free market all day everyday.


I thought the same. The root problem lies in thinking that the economy or “the Market” is somehow a spontaneous, organic force of nature, always set upon and constrained by external coercive mechanics like “the State” (or in this case, CCP). In fact, it is precisely those coercive mechanics that allows markets to exist at all.

The dead giveaway is the statement that, “the currencies must be freely selected by the players, and there must be absolutely zero external, arbitrary source or sink of resources in the game.”

As a few posters have already pointed out – if those are the criteria for a legitimate economy, then they have never existed IRL and will certainly never exist in an MMO.

This person is wearing the blinders of a utopian political ideology that masquerades as economics. That, and the butthurt that mynnna mentioned.
Ranamar
Nobody in Local
Deepwater Hooligans
#36 - 2013-06-03 20:36:54 UTC
Teodo Maasin wrote:
Ireland VonVicious wrote:

I would be willing to bet money that the guy who whined that hard to you is a libertarian. They confuse economy with free market all day everyday.


I thought the same. The root problem lies in thinking that the economy or “the Market” is somehow a spontaneous, organic force of nature, always set upon and constrained by external coercive mechanics like “the State” (or in this case, CCP). In fact, it is precisely those coercive mechanics that allows markets to exist at all.

The dead giveaway is the statement that, “the currencies must be freely selected by the players, and there must be absolutely zero external, arbitrary source or sink of resources in the game.”

As a few posters have already pointed out – if those are the criteria for a legitimate economy, then they have never existed IRL and will certainly never exist in an MMO.

This person is wearing the blinders of a utopian political ideology that masquerades as economics. That, and the butthurt that mynnna mentioned.


I was going to post that his complaints seem to largely stem from the fact that CCP, through the agent of CONCORD is an unelected government... but then I found this post which said it as well as I could.

The side rant about territorial control favoring the defender sounds like someone complaining that Monaco doesn't rule France. Of course an entrenched position is going to favor the defender. It's in the defender's interest to dig in, since they're the ones living there.
Jax Zaden
Prometheus Deep Core Mining
#37 - 2013-06-03 22:19:28 UTC
Based on this argument, you can never have a completely player driven economy.

There are external factors implemented simply because there is no way to have the breadth of options in a game. For example, office rent at stations is an external influence as it does not go to another player. In the real world, you pay your rent/mortgage and it goes to someone (whether individual or bank) and then that entity spends that money on something else. In Eve, 100% of all assets in game are not owned by a player so there are "sinks" in which isk exits the economy and is not recycled.

With that said, Eve has a complex economy of player driven supply/demand. While not a "completely" player driven economy, it is probably the most complex in a game world. How about you enjoy it for what it is and not lement what you thing that it should be.
Adunh Slavy
#38 - 2013-06-03 23:21:30 UTC
Teodo Maasin wrote:

I thought the same. The root problem lies in thinking that the economy or “the Market” is somehow a spontaneous, organic force of nature, always set upon and constrained by external coercive mechanics like “the State” (or in this case, CCP). In fact, it is precisely those coercive mechanics that allows markets to exist at all.



No government was required to encourage cave man Grog to trade meat for spears with cave man Gonk

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Pipernelli Spacemitt
Doomheim
#39 - 2013-06-03 23:34:08 UTC
Adunh Slavy wrote:
Teodo Maasin wrote:

I thought the same. The root problem lies in thinking that the economy or “the Market” is somehow a spontaneous, organic force of nature, always set upon and constrained by external coercive mechanics like “the State” (or in this case, CCP). In fact, it is precisely those coercive mechanics that allows markets to exist at all.



No government was required to encourage cave man Grog to trade meat for spears with cave man Gonk


Going to +1 this before the statists dogpile in to talk about social contracts or the benevolence of theft and kidnapping.
Samroski
Middle-Earth
#40 - 2013-06-04 05:39:39 UTC
mynnna wrote:
The dude seems rather butthurt over the influence large alliances hold in nullsec and apparently believes CCP is specifically catering to them (e: us) because QuestionQuestionQuestion

It is well known that Goons are mostly CCP alts. Oh, and so were Bob.

Any colour you like.