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[CSM] December Summit - The Economy in General

First post
Author
Trebor Daehdoow
The Scope
Gallente Federation
#1 - 2011-11-23 16:23:42 UTC
Please discuss issues related to this session in this thread. We look forward to your comments and suggestions.

Private Citizen • CSM in recovery

StukaBee
Native Freshfood
Minmatar Republic
#2 - 2011-11-23 21:15:30 UTC
Just going to keep banging the drum here about the 'Complete Industry Revamp' that was supposed to be Quantum Rise but got pushed into a backlog black hole.

Any hopes of this being resurrected in the near future?
Serpentine Logic
Ministry of War
Amarr Empire
#3 - 2011-11-24 13:31:37 UTC
Institute scaling costs for manufactuing and research slots in stations, like office rental.

fix the booster bpc/gas supply issues before futzing with what they do.

Understand, really understand what regions (high, low, null, drone, wspace) are net importers and exporters of various commodity types (t1 ships/t2 modules/lowend/highend minerals etc) so a clearer understanding of whats actually happening can be used to predict more accurately the impact of changes you want to make.

Btw its ok that highsec can "produce everything" as long as its also less profitable in line with risk.
Adunh Slavy
#4 - 2011-11-24 14:18:29 UTC
Eve needs consumables - Some relatively inelastic demand items that impact PVE to PVP that scale up with ship size and player age. Examples are - Fuel for MWD and ABs, charges for Armour Reppers and Shied Boosters (no not cap charges - think more along the lines of ammo for active modules) Use minerals in ship repair and not just ISK, but keep current ISK costs.

Eve needs new raw materials (minerals et al) to be used up in T1 to Tn construction, materials that can't be found in the same places as current materials - More time needs to be consumed in resource gathering versus ISK gathering - don't make it more boring or a time sink so much as simply add additional requirements for existing things. Create more demands upon time by adding new raw materials to the landscape and place them in locations other than existing materials.

Add hungry mouths to some of the planets, Barren and Terrain planets can have people that want to be feed. The other planets can have robots that need repair. People eat food, robots eat minerals.

Start giving us some info on the Dust/Eve economic dependencies, got lots of brains in your player base that are willing to help with the ideas. Granted lots of ignorant trolls and clowns too, but the good ideas speak for them selves.

There was a dev sponsored/authored thread a few years ago about player suggestions/improvements to the market interface - whatever happened to that?

Stocks, bonds, etc etc!

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

Goose99
#5 - 2011-11-24 17:12:09 UTC
Decrease isk faucet, increase isk sinks.

Isk faucet:
-Rat bounty. Especially pure liquid isk faucets like Sanctums, that don't come along with LP shop isk sink as counterbalance.
-Insurance. Increase price or nerf payout further. It's isk creation, by method of bot produced minerals.

Isk sink:
-LP shops. Remove tag trade in, drastically increase isk trade in.
-Sov + office bills. They're too low. Entities that pay them can afford much higher bills.
-Wardecs. 2 mil isk is a joke. Rise it to 2 bil, and you have serious isk sink.
trexinatux
Doomheim
#6 - 2011-11-24 19:03:16 UTC
How about we keep everything the same? But, raise prices on items like oh, say...plex.

Helpless people on subway trains...

Mara Rinn
Cosmic Goo Convertor
#7 - 2011-11-24 22:14:55 UTC
We need more scarcity :)

For example, further restrictions to availability of ores to increase the contrast between Minmatar vs Amarr space, 0.9 vs 0.5. Another would be restricting NPC LP stores to the regions claimed by the particular NPC corp's empire. Thus you wouldn't buy Republic Fleet shield extenders from an RSS station deep in Amarr territory.

Don't just include material scarcity: encourage scarcity of services and supplies too. Restrict the flow of traffic through stargates, allow stargates to be upgraded through the use of either anchorables like SBUs (two varieties - one which enhances weight-per-jump and/or weight-per-hour, the other diminishes weight-per-jump and/or weight-per-hour) to allow e.g.: faction militias to engage in economic warfare by e.g.: disabling all the gate enhancers between Jita and the surrounding systems.

But those are just my two soap boxes I like to push at any opportunity. Not really related to any existing problems in the economy (apart from the severe deflation due to ease of supply).
Goose99
#8 - 2011-11-24 22:58:26 UTC
Mara Rinn wrote:
We need more scarcity :)

For example, further restrictions to availability of ores to increase the contrast between Minmatar vs Amarr space, 0.9 vs 0.5. Another would be restricting NPC LP stores to the regions claimed by the particular NPC corp's empire. Thus you wouldn't buy Republic Fleet shield extenders from an RSS station deep in Amarr territory.

Don't just include material scarcity: encourage scarcity of services and supplies too. Restrict the flow of traffic through stargates, allow stargates to be upgraded through the use of either anchorables like SBUs (two varieties - one which enhances weight-per-jump and/or weight-per-hour, the other diminishes weight-per-jump and/or weight-per-hour) to allow e.g.: faction militias to engage in economic warfare by e.g.: disabling all the gate enhancers between Jita and the surrounding systems.

But those are just my two soap boxes I like to push at any opportunity. Not really related to any existing problems in the economy (apart from the severe deflation due to ease of supply).


^take stuff that works, and break them.Big smile
Mr LaForge
Deep Core Mining Inc.
Caldari State
#9 - 2011-11-24 23:42:50 UTC
Mining in particular needs some love. Drone poo needs to burn in hell and let mining be the only source of minerals. Death to meta 0 drops and don't let meta items be reprocessed except into scrap metal.

Stuff Goes here

StukaBee
Native Freshfood
Minmatar Republic
#10 - 2011-11-25 00:16:29 UTC
Ideally, each strand of PvE should specialise in granting one type of resource to the player who puts time into it, so if you want minerals, mining should be your first port of call. Half the problem with the current economy is that missioning acts as a one-stop shop which grants everything a player could ever need: raw ISK, loyalty points, modules, minerals (through loot melting), standings ... I've possibly missed one or two things off that list as well.

Changing the way that loot drops work would be one step towards fixing this - if, for example, wrecks never contained fully intact items to be plucked and re-used, just wrecked salvage components that couldn't be melted down and required some manufacturing time and mineral consumption to make into operable modules, that would turn the current system on its head.
Adunh Slavy
#11 - 2011-11-25 02:42:31 UTC
StukaBee wrote:
Ideally, each strand of PvE should specialise in granting one type of resource to the player who puts time into it, so if you want minerals, mining should be your first port of call. Half the problem with the current economy is that missioning acts as a one-stop shop which grants everything a player could ever need ...



Yeah, missioning gives too many different things. Each "task", career, whatever you want to call it, should have its own rewards. The divisions of labor need to be more distinct. Missioning and ratting/exploration are the biggest offenders in this regard.

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

Henry Haphorn
Killer Yankee
#12 - 2011-11-25 03:39:47 UTC  |  Edited by: Henry Haphorn
I think the big issue here is how to find the right balance between the ISK faucets and the ISK sinks. Judging from the last QEN* of last year, the biggest ISK faucet happens to be bounty prizes (no doubt from running missions). From the looks of things, the ISK flowing into the economy will continue to devalue the ISK over time unless a balance between the faucet and the sink is found.

Thankfully, since the insurance payout to suicide gankers will be nerfed 100% this winter expansion, the ISK flowing into the economy will obviously drop. However, I believe that is just a minor drop in the bucket compared to the 800 lb gorilla in the room (mission bounties). Perhaps if we can discuss this more we may find a solution together.

http://cdn1.eveonline.com/community/QEN/QEN_Q3-2010.pdf

Adapt or Die

Xorv
Questionable Acquisitions
#13 - 2011-11-25 06:49:11 UTC
All major ISK faucets should be in Null, Low Sec, and WH space. High Sec should be the place to use resources from WHs, Low Sec and Null in refining, manufacturing, and markets.

That is at it's core what is wrong with EVE's economy Risk/Reward balance. Your ISK sink would be built in the risk from other players when farming the faucets into the game.

Goose99
#14 - 2011-11-25 06:57:59 UTC
Henry Haphorn wrote:
I think the big issue here is how to find the right balance between the ISK faucets and the ISK sinks. Judging from the last QEN* of last year, the biggest ISK faucet happens to be bounty prizes (no doubt from running missions). From the looks of things, the ISK flowing into the economy will continue to devalue the ISK over time unless a balance between the faucet and the sink is found.

Thankfully, since the insurance payout to suicide gankers will be nerfed 100% this winter expansion, the ISK flowing into the economy will obviously drop. However, I believe that is just a minor drop in the bucket compared to the 800 lb gorilla in the room (mission bounties). Perhaps if we can discuss this more we may find a solution together.

http://cdn1.eveonline.com/community/QEN/QEN_Q3-2010.pdf


Batch of faction cruise cost 4.2k LP and 4.2 mil isk trade in. A high end lvl4 mission gives around 8.4k LP, 3 mil isk rewards, and 10 mil isk bounty (if pirate rats, zero for drone/faction rats). If clearing all rats, it's a small 4 mil net isk faucet. If not clear all rats, or blitz, it's net isk sink.

This is why sanctums were nerfed, but not missions. Doing so reduce isk sink as well as isk faucet. You even run the risk of potentially making things worse by reducing sink more than faucet, if the nerf end up chase mission blitzers off.
Goose99
#15 - 2011-11-25 07:02:31 UTC  |  Edited by: Goose99
Xorv wrote:
All major ISK faucets should be in Null, Low Sec, and WH space. High Sec should be the place to use resources from WHs, Low Sec and Null in refining, manufacturing, and markets.

That is at it's core what is wrong with EVE's economy Risk/Reward balance. Your ISK sink would be built in the risk from other players when farming the faucets into the game.



Wrong. Isk faucets in null anomalies should be greatly nerfed because of its type - pure liquid isk faucet, not counterbalanced by LP shop isk sink. The only kind of isk faucet that is acceptable should be highsec mission/incursion isk faucet - which is properly countered by LP shop isk sink, while isk faucet from insurance is minimal.

Eve economy doesn't care about risk. If anything, popping ships damage eve economy by adding insurance isk faucet.
Xorv
Questionable Acquisitions
#16 - 2011-11-25 07:24:44 UTC
Goose99 wrote:

Wrong. Isk faucets in null anomalies should be greatly nerfed because of its type - pure liquid isk faucet, not counterbalanced by LP shop isk sink. The only kind of isk faucet that is acceptable should be highsec mission/incursion isk faucet - which is properly countered by LP shop isk sink, while isk faucet from insurance is minimal.

Eve economy doesn't care about risk. If anything, popping ships damage eve economy by adding insurance isk faucet.


There's no insurance on mods, rigs, and implants. The insurance on T2 ships is marginal. And on top of all that I wouldn't mind seeing insurance removed altogether anyway, but I think your over stating it's impact. LP store's demand is largely fueled by things blowing up. The problem is those milking that faucet (missions and high sec incursions) are at virtually no risk to losing stuff themselves.
Thredd Necro
Doomheim
#17 - 2011-11-25 07:53:27 UTC
Xorv wrote:
"Let's pick the pockets of the carebears because they choose to not live a lifestyle where they burn through ships like an addict does crack..."


Fixt.

Why do people continue to promote the fantasy that greater risk should guarantee greater reward as if being podkilled or losing one's ship actually has any real meaning or consequence in this game?

What is the point of having different zones if we are going to try so hard to balance payouts with so-called "risk"?

This is a game with automagically renewing resources. There are ZERO risks.

Suicide gankers for instance are merely speculative investors.

Low-sec and null-sec are SUPPOSED to be more difficult than high-sec. Why are people trying to make them so much easier?

Quit with the welfare requests to make up for the fact that you chose to live where you live and quit trying to pick the pockets of people who chose to NOT live where you live.


He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which. - Douglas Adams

Xorv
Questionable Acquisitions
#18 - 2011-11-25 10:29:39 UTC
You didn't fix anything Thredd,

Risk vs Reward is the basics of gameplay. If the greatest reward is to be found where there is the least risk, why would players ever rationally choose anything other than the least risk? Other than out of sheer boredom of course.

If you live in High Sec doing PvE, you still effect the whole game, the more ISK you generate into the game the less everyone's ISK is worth, including those in Null, Low Sec and WH. If you want gameplay that immunizes you from other players and parts of the game, the game should be immunized of all your activities. Perhaps that's an alternative option High Sec missions and Incursions only reward players with mods/ships that can be used in PvE and no ISK.


EVE is supposed to be a Sandbox, CCP should stop accommodating Themepark players... yes that's the divide in all these debates I see on the forums. It isn't between PvPers and "Carebears" whatever that means, it's between Sandbox players and Themepark players. In regards to the Economy and everything else in the next meeting I want the CSM to ram home to CCP with the iron fist of Mittani that they need to always choose Sandbox over Themepark. I have no desire to play space WoW.
Mara Rinn
Cosmic Goo Convertor
#19 - 2011-11-25 11:30:28 UTC
Goose99 wrote:
^take stuff that works, and break them.Big smile


Short answer: exactly :)

Where's the profit to be made when anyone can buy anything within a few jumps? Where's the role of the hauler when people in Lonetrek can get Republic Fleet merchandise from an LP store within a few jumps?

Increasing the logistical size of the universe will help bring back the feeling of EVE being a huge place.
Mara Rinn
Cosmic Goo Convertor
#20 - 2011-11-25 11:33:12 UTC
Xorv wrote:
It isn't between PvPers and "Carebears" whatever that means, it's between Sandbox players and Themepark players. In regards to the Economy and everything else in the next meeting I want the CSM to ram home to CCP with the iron fist of Mittani that they need to always choose Sandbox over Themepark. I have no desire to play space WoW.


I agree and disagree to some extent, but that discussion belongs in the Game Balance thread. Kinda. At least it certainly doesn't belong in the PLEX thread.
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