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A High Sec Manifesto

Author
Malcanis
Vanishing Point.
The Initiative.
#81 - 2011-11-10 19:00:40 UTC  |  Edited by: Malcanis
Orakkus wrote:
I like a lot of these ideas as well.

What do you think of perhaps improving the bounty payout of level 3 missions, moving level 4/5 missions out to low-sec, but also drastically increase the number of hi-sec incursions (hopefully, more than just the Sansha will figure out how to do this)?


I make a post advocating returning level 5s to hi-sec and you ask me about moving level 4s to lo-sec? Roll

What I'd like is for 1-5 missions to be available in hi-sec, but for the reward of each mission to be properly reflected in the risk, whether by increasing the PvP potential, or by making the mission inherently riskier or more difficult.

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

Grath Telkin, 11.10.2016

Orakkus
ImperiaI Federation
Goonswarm Federation
#82 - 2011-11-10 19:11:22 UTC  |  Edited by: Orakkus
Malcanis wrote:

I make a post advocating returning level 5s to hi-sec and you ask me about moving level 4s to lo-sec? Roll

What I'd like is for 1-5 missions to be available in hi-sec, but for the reward of each mission to be properly reflected in the risk, whether by increasing the PvP potential, or by making the mission inherently riskier or more difficult.


Well, to be fair to yourself, that was only one part of your post.

And really, what I am suggesting is quite inline with your goal quoted as being, " there need to be opportunities for high-risk, high reward gameplay within hi-sec". You suggested achieving this with moving Level 5 missions into hi-sec. I suggested achieving the very same thing using Incursions.

And that is why I wanted to see your technical rebuttal about why it could or couldn't work. The rest of your post I believe firmly that you are right on the money.

He's not just famous, he's "IN" famous. - Ned Nederlander

Malcanis
Vanishing Point.
The Initiative.
#83 - 2011-11-11 07:20:52 UTC
I have posted an expanded idea about the bounty hunting system in the assembly hall. I can't link it here because of forum.

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

Grath Telkin, 11.10.2016

Revolution Rising
Last-Light Holdings
#84 - 2011-11-11 15:27:46 UTC
Malcanis wrote:
Introduction:

(4) "Commercial" players. These guys are often highly skilled, highly experienced players, who make vast amounts of ISK in invention, research, industry. They operate in empire because the facilities are vastly superior to lo-sec and null (free concord protection, trade hubs, superior stations, many, many more stations, asset safety etc etc). They're not necessarily ideologically comitted to being in hi-sec, it's just a vastly more profitable area to operate.


You've obviously never done this and so, have no ******* clue what you are talking about.

The work far outweighs the reward for this. The more work you put in the less it actually pays off because markets get flooded so easily.

Honestly, talk about **** you know about - 0.0. You're talking out your ass and gleaning a few small perceived "facts" from what you read on forums or come across by hearsay. As it is the industry sector has had no love from ccp for quite some time. The work to profit equations are hugely high.

Mining is all but dead for players to take part in thanks to botters and RMT. CCP has done jack **** about that.

t2 production cannot be done en-mass and each job done laboriously one at a time. Then even if one completely finishes a job, the wheeling and dealing of market entanglements, distribution or profit sharing have to be engaged. Add to that risks of suicide gankers and other pressures from aforementioned mining killers - the RMTers, then you have a small idea of what it's like to produce t2.

You sir are a buffoon and I hope the community can see through your uneducated views. You obviously just belong to a large alliance who have blue'd too many people and must now declare war on empire as a way to refresh your targets.

.

Malcanis
Vanishing Point.
The Initiative.
#85 - 2011-11-11 15:34:51 UTC  |  Edited by: Malcanis
INITdot are indeed well known for the length of our blue list. I can only congratulate you on being the first to penetrate my cunning deception, and also for your use of meticulously referenced facts and figures to dismantle the subtle web of lies I have woven.

Your prize will be contracted to you this evening.

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

Grath Telkin, 11.10.2016

Revolution Rising
Last-Light Holdings
#86 - 2011-11-11 15:48:03 UTC
Well you say yourself that you don't live in empire.

You say empire should be changed this way and that way and these guys are all rich and making squillions of isk while we labor out in 0.0 eeking together our meagre incomes.

Fact is it's the other way around. If some guy is making huge amounts of isk in empire doing mining or t2 production, leave the poor bastard alone. He has enough woes.

If you can't handle that, sorry.

I have a full POS t2 production facility in empire. Due to market constraints and various other issues, it makes a profit but nothing sizeable considering the effort required.

Each month it costs 350m to run a large pos in empire. Lots of people have a large because anchoring a large is smarter than a small if you don't hvae the standings yourself for anchoring.

So each month I have to make AT LEAST 350m.

Let's assume I have to make ... cap rechargers? (which are one of my favs due to the profits).

JUST TO MAKE FUEL, i have to make 700 cap recharger II's.

Let's further assume I have all the materials on hand.

I have to make 70 t2 bpc's.

Each one takes 13 hours or so to ATTEMPT to make. so I have to continually relog to start a new batch.

So let's see at 10 jobs for a toon to make 10 bpc's It's 13 hours, so this month it will take 2 weeks just to cover tower costs. (Given that I'm a .. carebear who has no life or anything) I login each day for a week just to cover the costs of the tower.

Now if you've never seen the t2 interface, that's about 15 clicks per job to start the job, find any named products that might increase your base 50% chance and the specific module and slot that you want the job to go into.

Now add to that market costs, hauling time, not to mention I don't have the 15 different parts I need on hand all the time and have to go shopping around the entire region IN A HAULER picking them up. And any jump I go through could be my last due to a suicide ganker out for a lark.

You're telling me now that I should also add to that ship losses because you're bored?

**** you kid.

0.0 alliance leaders and station owners are making far more than anyone in empire.

WTF are you talking about ?

.

Malcanis
Vanishing Point.
The Initiative.
#87 - 2011-11-11 15:50:13 UTC
Revolution Rising wrote:

WTF are you talking about ?


I'm starting to wonder if you actually meant to reply to another thread.

"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.
#88 - 2011-11-11 15:56:33 UTC
(Because the things you're ranting about don't seem to bear any relationship to what I'm advocating)


(calm down, use some quotes, dial back the ranting a bit, and ask a coherent question if you don't want to me to point and laugh at you)

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

Grath Telkin, 11.10.2016

Revolution Rising
Last-Light Holdings
#89 - 2011-11-11 15:57:41 UTC  |  Edited by: Revolution Rising
Quote:

For the carebears, I honestly have no ideas. The psychology of being emotionally invested in your ship to such an extent that you won't accept losing it for any reason is so foreign to what I believe EVE is about that I can't think of a good way to integrate that lifestyle into a fully connected, single shard PvP game with a player driven economy. Let's just hope that there aren't really as many of these guys as we fear, and that most of the people in hi-sec aren't quite so risk averse as we're led to believe.


Don't think so.

Increasing risk in hi-sec in any way for guys producing t2 or mining is completely ridiculous.

Being a "carebear" is a valid way of playing eve and more strength to them.

The psychology that empire needs fixing to get people into 0.0 is actually wrong. What you need is easier industry so that people in empire don't have to spend as much time doing what they do - then they might spend that time doing something else.

At present everyone is hampered by RMT/Botters. Until that changes many facets of the game are painful for everyone involved.

The game is less playable and just about wars that don't mean anything because the value of isk is so low in reality that ship losses don't matter as much.

This is the real issue. Until people that want to fix empire get that, any increase to risk in empire will be unsatisfactory.

Quote:
High-sec incursions are an excellent step in the right direction, but they don't go far enough, and they don't have the "convenience" or "PvP" factor that I'd like to see added to hi-sec.

.

Malcanis
Vanishing Point.
The Initiative.
#90 - 2011-11-11 16:01:22 UTC
Revolution Rising wrote:
The psychology that empire needs fixing to get people into 0.0 is actually wrong.


Man, if only someone would post a manifesto based on that very idea. How awesome that would be, they could get like a hundred likes and CSM support for the idea, and people from every part of EVE would comment and support it.

But then some people wouldn't read it properly, see one line that they misinterpret and flip out over, and then hilariously mischaracterise the OP in order to start a huge rant against their own misunderstanding of what's being suggested.

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

Grath Telkin, 11.10.2016

Revolution Rising
Last-Light Holdings
#91 - 2011-11-11 16:04:51 UTC  |  Edited by: Revolution Rising
Dude the problem with what you are saying is

1) You really have no idea how hard work high sec industry is.
2) You haven't taken into account that CCP hasn't touched industry for many years - and I mean the interface for t2 production is the worst I have ever seen in any game as far as nasty repetitive player interaction.
3) You obvious don't understand how the RMT/Botters are effecting people legitimately doing industry or don't care.

Actually do some of it before you judge what people are doing.

CCP said they would wage war on RMT/Bots, but haven't done squat.

The key to this is creating a game-changer where mining is concerned.

Over the past 3-4 years high end mineral prices have lost at least 30%.
Over the past 6 months PLEX prices have gone up 25%.

Think about how all of that de-values industry and come back to me.

Until the botting/RMT issue is fixed, I'm personally not at all interested in hurting legitimate industry players ANYWHERE any more than they already are. Especially with poorly thought out ideas coming from people with little or no experience in the field.

Don't get me wrong either, I love my pvp, I run my t2 production in order to pay for my pvp. But as a result, I have a clear understanding of what CCP have left empire AND 0.0 industrialists with, and it's not pretty at all.

If anything boost them in ways that the botters won't gain advantage out of. Dynamic content that can't be programmed against. If the botters go, then mineral prices rise, ship prices rise and suddently alliance wars mean more and the entire game gets more fun for everyone.

.

Malcanis
Vanishing Point.
The Initiative.
#92 - 2011-11-11 16:42:21 UTC
Revolution Rising wrote:
Dude the problem with what you are saying is

1) You really have no idea how hard work high sec industry is.
2) You haven't taken into account that CCP hasn't touched industry for many years - and I mean the interface for t2 production is the worst I have ever seen in any game as far as nasty repetitive player interaction.
3) You obvious don't understand how the RMT/Botters are effecting people legitimately doing industry or don't care.

Actually do some of it before you judge what people are doing.

CCP said they would wage war on RMT/Bots, but haven't done squat.

The key to this is creating a game-changer where mining is concerned.

Over the past 3-4 years high end mineral prices have lost at least 30%.
Over the past 6 months PLEX prices have gone up 25%.

Think about how all of that de-values industry and come back to me.

Until the botting/RMT issue is fixed, I'm personally not at all interested in hurting legitimate industry players ANYWHERE any more than they already are. Especially with poorly thought out ideas coming from people with little or no experience in the field.

Don't get me wrong either, I love my pvp, I run my t2 production in order to pay for my pvp. But as a result, I have a clear understanding of what CCP have left empire AND 0.0 industrialists with, and it's not pretty at all.

If anything boost them in ways that the botters won't gain advantage out of. Dynamic content that can't be programmed against. If the botters go, then mineral prices rise, ship prices rise and suddently alliance wars mean more and the entire game gets more fun for everyone.


What exactly is it that you think that I'm saying in my manifesto? It seems like you think that I said that ALL industrialists make billions a month and should be nerfed, when what I actually said was that industrialists INCLUDE people who make billions, and should have the opportunity to trade taking risks in return for higher margins. Notice that I said "opportunity", not "should be forced to".

I mean you even start the same old baww about "forcing people into nullsec" when the entire ******* point of my manifesto is that this is the exact opposite of what we should look to do. I even used the exact words "we should stop punishing people for wanting to live in hi-sec". That right there tells me that you haven't understood a damb word of what I wrote.

If you want to read it again, with an open mind, and reply in detail, without yelling and ranting and making hilariously false accusations about what kind of player I am, then I'll be glad to discuss it with you.


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

Grath Telkin, 11.10.2016

JitaJane
Science and Trade Institute
Caldari State
#93 - 2011-11-11 16:45:24 UTC
Malcanis wrote:
DireNecessity wrote:

Re: Rats
I can’t speak to Incursion rats but as a player who makes it her business to poke around in other player’s missions I can say that I’ve seen no particular evidence that rats tend to attack one player or the other. Rather, once a rat aggresses a particular player they stay aggressed to that particular player through thick and thin. Changing this substantially would create great anguish for players who utilize the inflexibility of rat aggression.


I feel I could endure a substatial amount of such anguish, and I say that as someone who makes his ISK doing missions

(you're more than welcome to my salvage, by the way)



DireNecessity wrote:

Malcanis Wrote:
“As an example of quantative differences, suppose that all industrial, research and refining had a sec-based modifer applied after all other bonuses had been taken into account. Say -1% per sec level. This would mean for instance that refining ore in a 0.9 would have a maximum possible efficiency of 91%, but in a 0.5 you could get 95%. Likewise ship/module building production and material efficiency would be similarly reduced, so there would be an incentive to conduct these activities in lower sec systems where one can build faster and more efficiently at the cost of higher risk. (Alert students will note that this would also make quiet lo-sec systems more attractive for some industrial activities).”

As a game mechanic this makes great sense. Might be a hard sell though since it 1) feels punitive and 2) is hard to support in game lore – there’s no particular reason a reprocessing facility in .8 should be less efficient than one in .4.

An alternate approach can achieve much the same thing. Dynamic taxes that vary with system security (low in Lo-sec, higher in Hi-sec, nill in 0.0). One might even incorporate the change as a completely new tax that applies to all transactions – call it the Concord Surcharge. If you want more Concord protection, you gotta pay for it. T’would also generate delicious mixed feelings about the space police.

DireNecessity


Yes I was thinking of it on a tax basis, but you could also very easily give it a perfectly good RP basis with considerations such as pesky health and safety laws, child labor restrctions, and so forth that will be more strictly applied in higher sec areas.

If you imagine a station in 0.1 sec as being like a Chinese sweatshop vs a station in 1.0 as being Scandinavian engineering outfit, then a mere 10% modifier actually seems rather small.

EDIT: I do like calling it the CONCORD surcharge though. Especially in a regime where the CONORD response is more... gradiated than it is now.


While the RP explanation is good the game mechanic effect could be pretty awful. As things stand the margins on manufacturing are slim. Maybe 10-12% return on a good product with a good BP price. If you look at the QEN map the vast majority of manufacturing is occurring in HiSec and the economics on that are simple. To run a full scale operation means investing 100s of millions to return dozens of millions. So risking any of your inventory means risking weeks worth of profits. It would be madness to do so unless you have a well fortified Nul production facility. higher taxes would make it useless to manufacture anything for small and mid sized industrial concerns basically turning industry into an end game career path. NoteI no longer do more than dabble in industry. But when I came back to Eve I ran a few PBs through my old spreadsheets and it's still a narrow margin earner.

90% of of the time my posts are about something I actually find interesting and want to learn more about. Do not be alarmed.

Malcanis
Vanishing Point.
The Initiative.
#94 - 2011-11-11 17:08:47 UTC
JitaJane wrote:
Malcanis wrote:
DireNecessity wrote:

Re: Rats
I can’t speak to Incursion rats but as a player who makes it her business to poke around in other player’s missions I can say that I’ve seen no particular evidence that rats tend to attack one player or the other. Rather, once a rat aggresses a particular player they stay aggressed to that particular player through thick and thin. Changing this substantially would create great anguish for players who utilize the inflexibility of rat aggression.


I feel I could endure a substatial amount of such anguish, and I say that as someone who makes his ISK doing missions

(you're more than welcome to my salvage, by the way)



DireNecessity wrote:

Malcanis Wrote:
“As an example of quantative differences, suppose that all industrial, research and refining had a sec-based modifer applied after all other bonuses had been taken into account. Say -1% per sec level. This would mean for instance that refining ore in a 0.9 would have a maximum possible efficiency of 91%, but in a 0.5 you could get 95%. Likewise ship/module building production and material efficiency would be similarly reduced, so there would be an incentive to conduct these activities in lower sec systems where one can build faster and more efficiently at the cost of higher risk. (Alert students will note that this would also make quiet lo-sec systems more attractive for some industrial activities).”

As a game mechanic this makes great sense. Might be a hard sell though since it 1) feels punitive and 2) is hard to support in game lore – there’s no particular reason a reprocessing facility in .8 should be less efficient than one in .4.

An alternate approach can achieve much the same thing. Dynamic taxes that vary with system security (low in Lo-sec, higher in Hi-sec, nill in 0.0). One might even incorporate the change as a completely new tax that applies to all transactions – call it the Concord Surcharge. If you want more Concord protection, you gotta pay for it. T’would also generate delicious mixed feelings about the space police.

DireNecessity


Yes I was thinking of it on a tax basis, but you could also very easily give it a perfectly good RP basis with considerations such as pesky health and safety laws, child labor restrctions, and so forth that will be more strictly applied in higher sec areas.

If you imagine a station in 0.1 sec as being like a Chinese sweatshop vs a station in 1.0 as being Scandinavian engineering outfit, then a mere 10% modifier actually seems rather small.

EDIT: I do like calling it the CONCORD surcharge though. Especially in a regime where the CONORD response is more... gradiated than it is now.


While the RP explanation is good the game mechanic effect could be pretty awful. As things stand the margins on manufacturing are slim. Maybe 10-12% return on a good product with a good BP price. If you look at the QEN map the vast majority of manufacturing is occurring in HiSec and the economics on that are simple. To run a full scale operation means investing 100s of millions to return dozens of millions. So risking any of your inventory means risking weeks worth of profits. It would be madness to do so unless you have a well fortified Nul production facility. higher taxes would make it useless to manufacture anything for small and mid sized industrial concerns basically turning industry into an end game career path. NoteI no longer do more than dabble in industry. But when I came back to Eve I ran a few PBs through my old spreadsheets and it's still a narrow margin earner.


So you'd balance an opportunity to widen those margins by 400 basis points vs the increased risk.

You're also apparently assuming that prices would stay constant. I doubt they would.

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

Grath Telkin, 11.10.2016

tengen san
Triton-TC
#95 - 2011-11-11 23:14:25 UTC  |  Edited by: tengen san
In defense to Revolution Rising, who seems to be an industrious hardworking smalltime high sec. entrepreneur and representative to them, the T2 Production in high sec dos not enable one to make a fortune. These days are gone as those when a visit to 0.0. was more like a sightseeing tour. I have taken up Hulk production again as the prices are better now but make a mere 5%-6% on it, so I will waste the remaining BPC in production and then move on. The margin on T1 is better, also if you solely invent ore run a copy shop. But all together it is next to nothing. High sec industrialist and entrepreneurs are well aware on given Risk ./. Return scheme. Most take the advantage given and run their PI in low sec with the accompanied risks. There is a higher amount of hig sec. inhabitants venturing low sec than 0.0. inhabitants for various reasons, so my assumption.

I know a pilot of the vanishing point which had running a 20+ POS operation in refine moon reactions, he made billions over billions with it, but stopped once the fuel prices made the operation profitably obsolete. I honestly can’t tell if it was high sec. or 0.0. where he set up the operation. Any thing close to it is no more possible today.

The psychology in the game is simple; the Highsec’er , thus called “carebear”, is the settling colonialist who goes about his business as he sees it fit and is supposed to do, the 0.0. Pilots are supposed to be the seekers of the new frontier, battling over borders and resources thus preparing new land for the generations to come. The “carebear” is less concerned on his ship than his status in a functioning society. Reflecting directly on the cry of security enhancement, once the “bandits” cross city limit to bring havoc to small town.
Zinnemanns movie "High Noon" was so telling.
By unfortunate limitation of new space the seeking of the new frontier appears to be an never ending process which evolves in a “Dog eat dog” self-dynamic, ending up in rigid constituted self-serving establishments running out of sources in the lack of the settlers. Those Settlers doing what they are supposed to do, on the noted high level of skill and efficiency, which require security, thus the base of a functioning society.

But since there is a never ending struggle over these borders and resources in 0.0. the settler will never participate in the struggle, so the ongoing struggle in 0.0. will be continued by the “new frontier“ and yes they like it and yes they shall like it…..! The “care bearing“ settler is already satisfied in his roll and obligation and sees no common ground to enhance his risk for the benefit of the “new frontier” who seems not to be able to settle down. So there always will be a sharp line between high sec and 0.0.
No buff or nerf of the game mechanic will ever change this only players provisions could bring about change. But I can’t see this being possible to implement by any of the alliances no matter how hard they would try as the only certainty in 0.0. is the uncertainty of sovereignty.



On a side line, there are so many changes and implementations about to come this winter, if people would read closely and concentrated they could have saved valuable energy today in written post on mining and bots and the low sec advantages to come.

There is, still vaguely, a proposal on the table stripping Drones of their alloy, a bounty will be given instead. 40% of all minerals are recycled from drones and modules, so my cross-reference from today. Consequeltely, in the attempt to kill the bots in the drone region.

If you in low sec on save spot you can now select “jump” next to “warp in 0 m" distance. Means venturing and traveling through low sec. will be a bit saver as you warp to the gate and jump in an instant.

These are all small announcements with a rather big impact.
JitaJane
Science and Trade Institute
Caldari State
#96 - 2011-11-12 21:52:14 UTC
Malcanis wrote:
JitaJane wrote:
Malcanis wrote:
DireNecessity wrote:

Re: Rats
I can’t speak to Incursion rats but as a player who makes it her business to poke around in other player’s missions I can say that I’ve seen no particular evidence that rats tend to attack one player or the other. Rather, once a rat aggresses a particular player they stay aggressed to that particular player through thick and thin. Changing this substantially would create great anguish for players who utilize the inflexibility of rat aggression.


I feel I could endure a substatial amount of such anguish, and I say that as someone who makes his ISK doing missions

(you're more than welcome to my salvage, by the way)



DireNecessity wrote:

Malcanis Wrote:
“As an example of quantative differences, suppose that all industrial, research and refining had a sec-based modifer applied after all other bonuses had been taken into account. Say -1% per sec level. This would mean for instance that refining ore in a 0.9 would have a maximum possible efficiency of 91%, but in a 0.5 you could get 95%. Likewise ship/module building production and material efficiency would be similarly reduced, so there would be an incentive to conduct these activities in lower sec systems where one can build faster and more efficiently at the cost of higher risk. (Alert students will note that this would also make quiet lo-sec systems more attractive for some industrial activities).”

As a game mechanic this makes great sense. Might be a hard sell though since it 1) feels punitive and 2) is hard to support in game lore – there’s no particular reason a reprocessing facility in .8 should be less efficient than one in .4.

An alternate approach can achieve much the same thing. Dynamic taxes that vary with system security (low in Lo-sec, higher in Hi-sec, nill in 0.0). One might even incorporate the change as a completely new tax that applies to all transactions – call it the Concord Surcharge. If you want more Concord protection, you gotta pay for it. T’would also generate delicious mixed feelings about the space police.

DireNecessity


Yes I was thinking of it on a tax basis, but you could also very easily give it a perfectly good RP basis with considerations such as pesky health and safety laws, child labor restrctions, and so forth that will be more strictly applied in higher sec areas.

If you imagine a station in 0.1 sec as being like a Chinese sweatshop vs a station in 1.0 as being Scandinavian engineering outfit, then a mere 10% modifier actually seems rather small.

EDIT: I do like calling it the CONCORD surcharge though. Especially in a regime where the CONORD response is more... gradiated than it is now.


While the RP explanation is good the game mechanic effect could be pretty awful. As things stand the margins on manufacturing are slim. Maybe 10-12% return on a good product with a good BP price. If you look at the QEN map the vast majority of manufacturing is occurring in HiSec and the economics on that are simple. To run a full scale operation means investing 100s of millions to return dozens of millions. So risking any of your inventory means risking weeks worth of profits. It would be madness to do so unless you have a well fortified Nul production facility. higher taxes would make it useless to manufacture anything for small and mid sized industrial concerns basically turning industry into an end game career path. NoteI no longer do more than dabble in industry. But when I came back to Eve I ran a few PBs through my old spreadsheets and it's still a narrow margin earner.


So you'd balance an opportunity to widen those margins by 400 basis points vs the increased risk.

You're also apparently assuming that prices would stay constant. I doubt they would.

Price fluctuations can be profitable I'm sure I'd make a bit off of that (like I said don't much bother with manu). Plenty of people do manu at a loss as is (20 minutes with a calculator can show you that.) The real impact would be a lot of inflation in ship prices. And of course making manu as a practical endeavor limited to large stable organizations in low and null sec. Which would kind of ruin the game for anyone who came in looking at being a manu player. Hell i still have a bunch or R&D on my original that hardly gets used....

90% of of the time my posts are about something I actually find interesting and want to learn more about. Do not be alarmed.

Malcanis
Vanishing Point.
The Initiative.
#97 - 2011-11-12 22:03:09 UTC
I didn't mean that prices would fluctuate - obviously they would initially, as with any significant change - but that they'd arrive at a new supply:risk:convenience:demand equilibrium - which would settle out in different places for different products. Some products with low component volumes but very high component costs could even become worth building in lo-sec (the right kind of lo-sec, anyway).

Basically what I want to get away from is the current situation where there's one obviously best solution, and people can make a choice that actually means something other than just "how near Jita can I get a factory slot?". I want to add a spectrum of possible choices, and as always with my proposals, I want to add gameplay opportunities.

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

Grath Telkin, 11.10.2016

Di Mulle
#98 - 2011-11-12 22:53:37 UTC
Revolution Rising wrote:
...some hysteria...



This guy's nervousness is really funny.
<<Insert some waste of screen space here>>
JitaJane
Science and Trade Institute
Caldari State
#99 - 2011-11-12 23:03:39 UTC
Malcanis wrote:
I didn't mean that prices would fluctuate - obviously they would initially, as with any significant change - but that they'd arrive at a new supply:risk:convenience:demand equilibrium - which would settle out in different places for different products. Some products with low component volumes but very high component costs could even become worth building in lo-sec (the right kind of lo-sec, anyway).

Basically what I want to get away from is the current situation where there's one obviously best solution, and people can make a choice that actually means something other than just "how near Jita can I get a factory slot?". I want to add a spectrum of possible choices, and as always with my proposals, I want to add gameplay opportunities.

Allright. I give. Malcanis for CSM. Proposals that actually make sense and are'nt just trying to make the universe cater to their whim. Good luck to you sir in all your endeavors.

90% of of the time my posts are about something I actually find interesting and want to learn more about. Do not be alarmed.

Seamus Donohue
EVE University
Ivy League
#100 - 2011-11-13 22:17:42 UTC  |  Edited by: Seamus Donohue
Malcanis wrote:
Correct me if I'm wrong, but don't Incursion rats treat the original PvEers and any interloping PvPers a lot more equally?

Incursion rats do change targets, and do primary, but the response is not instantaneous. The next time the incursion rats decide to change primary targets, they might primary an interloper, but this might not be until a half-minute or full minute after the interloper warped in.

Who the incursion rats decide to primary has been, thus far, very difficult to divine. Damage actually dealt, repairs done, ECM done, and so on are all suspected to be factors. But, it does seem to be fleet-independent.

Malcanis wrote:
This idea that the only way to make PvE "challenging" is to add more DPS and hitpoints must go!

This actually ties into another point that others in this thread have touched upon lightly, but may actually be significant enough in the risk-reward balance to be given a spotlight in this discussion.

Mission rats, PvE ships, and PvP ships have a somewhat strict rock-paper-scissors relationship: PvE ships eat mission rats (because the mission rats can't beat the low-buffer but high-sustained tank on a PvE ship), PvP ships eat PvE ships (because high-sustained tank usually can't hold against even higher PvP DPS), and Mission rats eat PvP ships (because there are so many mission rats that they'll eat through the high buffer and zero sustainability before the PvP ship can kill them all). This is why missionrunning ships will rarely win a fight against a PvP ship, and why a PvP ship is not suitable for running missions solo.

At this point, I'm going to start rambling, but these are the thoughts I've had on the subject: (Note that these various thoughts are not necessarily all connected to each other nor all disconnected from each other.)

1) If one expects a missionrunner to bring PvP-fit friends for protection in LowSec, then the mission needs to pay plenty so that the rewards per hour per person are higher than everyone involved just being their own solo missionrunners in a safer missioning activity.

2) A set of fundamental changes of some sort involving changes to missions, mission rats, player ships, and player modules might be possible such that a player ship fitting that's suitable for missionrunning can also reasonably hold it's own in a PvP fight, or at least have a reasonable chance to escape. This same fundamental change should also make PvP fits viable in missionrunning. If there ceases to be any distinction between mission fits and PvP fits, then so much the better.

3) Constantly spamming Directional Scanner or otherwise looking out for threats during a mission when I don't have a friend available to stand guard and spam Directional is exhausting. If I do have a scout player standing watch, then we're back to #1, above, since the rewards must be worthwhile for the player to do nothing but stand watch for someone else.

4) Failing a mission carries consequences: loss of standing for the agent, corporation, and faction. If a missionrunner keeps failing missions due to PvP interference, then the agent will stop talking to the missionrunner, forcing that missionrunner to go somewhere else, anyway, to run missions. In other words, even if the missionrunner were willing to accept the risks of PvP after so any failures, the NPC agent would not be willing to accept the risk, and will not give out the mission. This is, of course, assuming that the missionrunner doesn't run close enough to completely broke that a safer activity must be sought for ISK reasons, which brings me to #5, below.

5) The example posted by Ishtanchuk Fazmarai in Post #29 is on the high end, but assuming the same income level (600 million ISK per month) and that a Tech 1 battleship fit with Tech 2 modules costs 200 million ISK, one can buy 3 such battleships each month. In other words, it would take ten days to recover from a PvP loss because of being ambushed by another player. Any missionrunner who's being asked to risk losing their ship in PvP needs a lower recovery time than that.

[edit]

6) Many players do PvE to pay for their PvP. It's hard to participate in PvP if one can't generate the ISK to support it.

Survivor of Teskanen.  Fan of John Rourke.

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