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New dev blog: Player Owned Customs Offices: An update!

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Exer Toralen
The Big Push
#381 - 2011-11-27 17:26:58 UTC  |  Edited by: Exer Toralen
You have different playgrounds: high-, low- and null-sec. People start in high-sec so have to be inclined to leave for other zones. Incentives for that are profit and different gameplay. Zones with higher profit must be more difficult. Else everyone would leave high-sec for null-sec. So we do have:

High-sec: base profit, relative safety.
Low-sec: higher profit, no CONCORD.
Null-sec: highest profit, no CONCORD, not every system has stations you can use, people have to protect their assets, higher organization level required to survive.

Low-sec = no law = free PvP. Free PvP is:
a) "fair" fights just to prove you are better than the other guy (duels)
b) ability to kill everything inferior to you on sight just because you can (not always, but usually just griefing)
c) ability to shoot juicy targets to rob them and earn money (piracy)

Duels are minority and do not define low-sec. Griefers do not need anything other than some way to blow things and would function anywhere. That's why I'm naming piracy the only low-sec proprietary gameplay. Null-sec is more about military operations, "grab & hold" gameplay, while low-sec is "hit & run".

Here we come to two things:

1. To run successful extortion business you must have someone to extort. Extorting another extorter just won't work - there is no source of income. So piracy won't function by itself, it needs isk-generating players in low-sec. The more you drive them away from low-sec - the less interesting the defining low-sec's gameplay would be, the less populated low-sec is going to become.

2. Different playgrounds with different gameplays should have about same level of profit per month. That way willing people would simply leave starting hi-sec for playgrounds with most appealing gameplay.

Yes, there is inequity in null-sec where some have tech moons and other only have Call To Arms to defend those moons. But general level of income in null-sec is higher than in low-sec. That's why we have low-populated low-sec same time as having massive lag-causing battles in null-sec. Make low-sec as lucrative as null-sec and people would spread evenly, some leaving organized null-sec warfare for organized low-sec crime. But make low-sec less attractive and we get (at boundary condition) empty systems with only transports passing by on their way between null-sec and hi-sec.

So every change to low-sec has to improve financial attractiveness of this zone unless you are going to abandon it. And POCOs would just make low-sec's gameplay look more like null-sec's and decrease low-sec PI's attractiveness, both leading to degradation of low-sec as unique playground.
pmchem
Brutor Tribe
Minmatar Republic
#382 - 2011-11-27 17:58:44 UTC
Exer Toralen wrote:

High-sec: base profit, relative safety.
Low-sec: higher profit, no CONCORD.
Null-sec: highest profit, no CONCORD, not every system has stations you can use, people have to protect their assets, higher organization level required to survive.

...

So every change to low-sec has to improve financial attractiveness of this zone unless you are going to abandon it. And POCOs would just make low-sec's gameplay look more like null-sec's and decrease low-sec PI's attractiveness, both leading to degradation of low-sec as unique playground.


"hey, nullsec is highest profit"

then

"hey, lowsec needs to be more profitable to be popular, and POCOs make lowsec look more like nullsec, and are therefore bad for lowsec"

seriously, your arguments are terrible. Jack Dant seems to be the only lowsec guy that "gets it". POCOs will be profit opportunities for local pirates and breathe some life back into piracy gameplay and turf fights for lowsec industrial-minded groups.

re-read Jack's posts for good lowsec posts.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Jack Dant
The Gentlemen of Low Moral Fibre
#383 - 2011-11-27 18:10:56 UTC
Exer Toralen wrote:
Low-sec = no law = free PvP. Free PvP is:
a) "fair" fights just to prove you are better than the other guy (duels)
b) ability to kill everything inferior to you on sight just because you can (not always, but usually just griefing)
c) ability to shoot juicy targets to rob them and earn money (piracy)

The thing is, you never know which one you are engaging in. What seems like a fair fight might just be a guy in his first battleship he can't fit. The lone noobship might be someone's alt with a capital ship skillbook in cargo. Or the expensive ship you are about to gank is actually pimped to the top and sends your gang home in pods.

Actually, the thing that defines lowsec, mechanics-wise, is accesibility. It's trivial to get in and out of lowsec in the right ship. A corp can claim to control a system or a station, but has no way to actually stop other players from coming and going. Even gate/station camps are easy to avoid. Now, that is why people were doing PI in lowsec and not (so much) in NPC 0.0. Even a cloaky hauler is easy to catch in null, but barring keyboard accidents, it's 100% safe in lowsec.

For that reason, in the previous thread, I advocated against letting people close down lowsec POCOs. You can easily make some RP reason to explain it, and it fits the lowsec spirit better. But I'm not even sure people will restrict them anyway.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Exer Toralen
The Big Push
#384 - 2011-11-27 18:26:02 UTC
Jack Dant wrote:
Actually, the thing that defines lowsec, mechanics-wise, is accesibility.


And destroyable COs would make it less accessable in terms of PI because absence of CO limits launch choices and not every planet is going to have CO. That's even if every POCO is going to be accessable by everyone.

Sure, that's not decisive degradation, but each one pushes low-sec further into being profitless and lifeless.
Exer Toralen
The Big Push
#385 - 2011-11-27 18:35:44 UTC  |  Edited by: Exer Toralen
I have counter proposal for CCP. Don't make COs destroyable. Let people build some destroyable installation per system to increase PI profit such as:
- resource concentration increase
- powergrid/CPU/bandwidth/storage increase
- remote CO and launch management
- protective fields around COs to prevent ganking PIers there
- something esle
Autoincrease CO taxes in such systems by some factor (have to be balanced with utility installation provides to be attractive for PIers). Give share of those taxes to owner of such installation.

That would improve profit for PIers and provide profit for installation owner without degrading existing gameplay. As if there is no such installation - numbers simply revert to current state.

You could even make such installation modular - each module provides some utility from the list above, increasing CO taxes more.
electrostatus
Center for Advanced Studies
Gallente Federation
#386 - 2011-11-27 20:23:13 UTC
So according to the taxes mentioned here: http://wiki.eveonline.com/en/wiki/CustomsOffice and on sisi, import taxes are 5% of that, export is 10% and command center export is 15%.
Or 1*10% of those values for export, 0.5*10% for import and 1.5*10% for command center export. Why am I saying it that way? So it matches the info on the launchpads and command centers. Part of that has been fixed, but not so for the command centers, see here: http://img401.imageshack.us/img401/4296/20111127040322.jpg
See where it says import and export on the launch pad. I suspect those numbers are truncated and should really say 0.5 ISK and 1.0 ISk. The command center still says 3 ISK on export when it should really say 1.5 ISK so it matches what is really going on.

Asteroid Timer: Know exactly when that roid depletes! PI Profit Calculator: calculates your profits and taxes of any PI product depending on how you built them!

Zeronic
Federal Navy Academy
Gallente Federation
#387 - 2011-11-28 01:50:37 UTC  |  Edited by: Zeronic
I'm so disappoint by CCP with this one. So if say something like what happen the last time the Dev srelease something the community didn't like, will it be removed?

I call for an All Hand on Deck to sign the death of this feature. This is getting pushed in to the winter expansion. Either do it right or not at all.

/signed Removal of Feature.
Gorilla Moose
Exotic Escorts
#388 - 2011-11-28 02:59:40 UTC
Signed for Removal
gargars
Willco Inc.
#389 - 2011-11-28 04:14:06 UTC  |  Edited by: gargars
Zeronic wrote:
I'm so disappoint by CCP with this one. So if say something like what happen the last time the Dev srelease something the community didn't like, will it be removed?

I call for an All Hand on Deck to sign the death of this feature. This is getting pushed in to the winter expansion. Either do it right or not at all.

/signed Removal of Feature.


/ signed for Removal - nothing I like about it... and am concerned this is the return of the steam-roller approach they have apologized for in the recent past if people don't like their 'fantastic new thing'.
pmchem
Brutor Tribe
Minmatar Republic
#390 - 2011-11-28 04:31:03 UTC
You guys are signing to remove a feature which you haven't even bothered to test. A feature that makes the game more player-driven, in a game that is marketed as the ultimate sandbox with player-driven emergent content.

Where is your sense of adventure? Give it a try~

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Chicken Pizza
One-man Armada
#391 - 2011-11-28 04:38:22 UTC
/signed for removal.
Rek Esket
Sebiestor Tribe
Minmatar Republic
#392 - 2011-11-28 05:23:38 UTC
Thanks for listening to feedback and making these things worth using.
Captain Dunzel
School of Applied Knowledge
Caldari State
#393 - 2011-11-28 05:28:51 UTC  |  Edited by: Captain Dunzel
Only the Goon's and their like minded minions think this is a good idea, what does that tell you?

/ Signed for Removal
pmchem
Brutor Tribe
Minmatar Republic
#394 - 2011-11-28 05:57:21 UTC
Captain Dunzel wrote:
Only the Goon's and their like minded minions think this is a good idea, what does that tell you?

/ Signed for Removal


I am just laughing with some friends and enjoying watching you and your alts post about a feature you haven't tested and aren't even saying why you don't like it (this feature you haven't used).

Pro trollin' my friend pro trollin'.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Diametrix
Absolute Order
Absolute Honor
#395 - 2011-11-28 06:03:03 UTC
pmchem wrote:
You guys are signing to remove a feature which you haven't even bothered to test. A feature that makes the game more player-driven, in a game that is marketed as the ultimate sandbox with player-driven emergent content.

Where is your sense of adventure? Give it a try~



Its people that post like PMCHEM that give me the slightest sense of hope for this game (and often this genre). Thank you for talking sense and demonstrating a very well thought out and analyzed position on this feature.

I concur with your perspective that POCO is a critical first (or early) big step in the DUST/EVE linkage. CCP needs to show this very alert and questioning playerbase that they've got a serious vision for this game.

People, the deadline CCP is focused on is not the 29th of November. It's the 20th of December. If CCP botches this rollout it could be a rough next year or longer. You've got to evolve and grow to stay alive in any business, especially this one.

I seriously hope they not only make the right decisions about how this new mechanic will work but also how to communicate their recently publicized 'new and improved approach' to EVE ONLINE.
El 1974
Green Visstick High
#396 - 2011-11-28 07:39:24 UTC
Diametrix wrote:
pmchem wrote:
You guys are signing to remove a feature which you haven't even bothered to test. A feature that makes the game more player-driven, in a game that is marketed as the ultimate sandbox with player-driven emergent content.[quote=Diametrix][quote=pmchem]You guys are signing to remove a feature which you haven't even bothered to test. A feature that makes the game more player-driven, in a game that is marketed as the ultimate sandbox with player-driven emergent content.

Where is your sense of adventure? Give it a try~



Its people that post like PMCHEM that give me the slightest sense of hope for this game (and often this genre). Thank you for talking sense and demonstrating a very well thought out and analyzed position on this feature.

I concur with your perspective that POCO is a critical first (or early) big step in the DUST/EVE linkage. CCP needs to show this very alert and questioning playerbase that they've got a serious vision for this game.

People, the deadline CCP is focused on is not the 29th of November. It's the 20th of December. If CCP botches this rollout it could be a rough next year or longer. You've got to evolve and grow to stay alive in any business, especially this one.

I seriously hope they not only make the right decisions about how this new mechanic will work but also how to communicate their recently publicized 'new and improved approach' to EVE ONLINE.


You are asuming COs will somehow link Dust and Eve, while CCP has stated there will be no direct link in the earliest release of Dust (summer 2012). CCP is (again) communicating poorly with its customers. First we hear nothing from them for months and they seem to be all focussed on Dust and WoD and now there's hardly any news about Dust while we get overwhelmed with news and features for Eve. We are left in the dark about how Dust will affect Eve once they further integrate both games.

I don't think POCOs are a bad idea as such (at least not in 0.0), but I'm not convinced it will suit lowsec in its current form.
Rushing this feature into the live game is bad, while they could choose for a much more gradual approach (test it in 0.0). Anyway, too late to do anything about it now. We will see in a few days how it works out.
Exer Toralen
The Big Push
#397 - 2011-11-28 09:09:04 UTC
/signed for removal
Rek Esket
Sebiestor Tribe
Minmatar Republic
#398 - 2011-11-28 09:46:50 UTC  |  Edited by: Rek Esket
El 1974 wrote:
I don't think POCOs are a bad idea as such (at least not in 0.0), but I'm not convinced it will suit lowsec in its current form. Rushing this feature into the live game is bad, while they could choose for a much more gradual approach (test it in 0.0). Anyway, too late to do anything about it now. We will see in a few days how it works out.


They could simply change it so players couldn't claim low sec away from Interbus, but what would that do? They've already made it clear that taxable PI is a direction that they want to go, so the only thing removing POCOs from low sec achieves is limits the options of players to control their system and monetize it.

These things have entirely predictable reinforcement timers, so I don't think you'll see them blown up as often as you suspect. Nothing brings the wolves out to feed like a pending reinforcement timer.
Exer Toralen
The Big Push
#399 - 2011-11-28 10:41:37 UTC  |  Edited by: Exer Toralen
1. PI resources in low-sec replenish too slow for any planet with average concentration to be used effectively by more than 1-2 persons. And only limited resource types have high concentration in low-sec.

2. For effective PI you have to use at least 4 planets per person.

3. Current low-sec population is low.

That's simple strategy. If you have few defenders and a lot of things to defend, you are going to fail no matter how active attackers are going to be. Key to victory is concentration. And while attackers would surely be able to concentrate their forces, defenders are going to be spread too thin.
Ned Black
Driders
#400 - 2011-11-28 11:41:39 UTC
pmchem wrote:
You guys are signing to remove a feature which you haven't even bothered to test. A feature that makes the game more player-driven, in a game that is marketed as the ultimate sandbox with player-driven emergent content.

Where is your sense of adventure? Give it a try~


You dont really have to be a genious to recognize what a terribad idea this is from start to finish... no testing required.

Guess who will be sprouting the POCOs in lowsec? My guess would be the major 0.0 alliances. Unlike lowsec dwellers they have the manpower to enforce it. Suddenly they will have more or less total control of PI as well. Guess who will get the 100% tax?

The only places PI will be viable is in deep 0.0 where you have nothing but blue for 20 jumps and MAYBE in WH space... but dont worry, WH space POCOs will probably be nerfed because of the 0.0 alliance leaders tears about how unfair it is for WH dwellers to have something that the 0.0 alliance leaders have no control over.

This change will become a bloody nightmare if you ask me. You think PI prices are high today? Well, you have seen nothing yet.