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Player Features and Ideas Discussion

 
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Increase NPC Station S&I Costs

First post
Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#41 - 2014-03-08 09:40:13 UTC  |  Edited by: Rivr Luzade
Yes, your math is true, but your conclusion is not. It will be more expensive compared to now, but after this change cheaper to produce on a POS. But more expensive regardless.

Ulterior motive? Uhm ... Killboard padding, griefing, kill mails in general, keeping people out of business, mercenaries contracted by other competitors, hurting people who don't want to listen to the "Come to LS/00S mantra", etc pp. ECM, Hardeners and such don't deter people from attacking your POS, they only encourage them to bring more people and to wardec you again, because you put up a fight and keep them entertained, since they cannot find entertainment with better opponents. Regardless if you don't take the POS down or not, your production is stopped, because onlining these mods means that you have to (keep) offline your production facilities.

I oppose this idea because it does exactly not put everyone on more even footing in industry.

  • It favors those who have more money and contacts to spend on defense for such POS,
  • it favors those who have the standing to put up a POS in safe places already,
  • and it favors those who know how to best set up such a POS, which is knowledge that not many players have and that requires massive investigation of a broken system.


The current system, however, allows everyone (WH people excluded for obvious reasons) to produce things on a very even playfield, with same cost, same effort, same reward and same risk for everyone. While I see the merits of your proposal, and with a better POS system and less "extreme" and stupid players, I would not be as much in disfavor as I am and also could understand your concentration on the positive aspects.

I mean, just take mynna's comment. She completely ignores current realities. We have already had a massive change to industry in the last 2 patches. Odyssey and Inferno introduced the EM for BC and BS, which still makes it completely pointless to produce certain ships, like the Cyclone or Armageddon/Scorpion/Typhoon. While this came from CCP as a means to prevent "overly intelligent" people from exploiting the changes, it prevents the production of these ships ever since and it's already over a year for the BCs, for instance. Your proposed change, while not as drastic as the EM, holds very similar implications for the industrialists: It is going to make production less profitable for all those who don't already have multiple dozens of billions invested in it, effectively keeping new comers out of the game.

Quote:
But at some point it feels relevant to note that they almost never suggest ways we might nerf the disproportionate power of larger entities, or suggest an alternative solution that will affect all entities equally.


I have done so repeatedly in "Change the sov" threads. Roll But hurting big players or affecting all players equally is simply not possible, because they (the bigger players) always have the means to compensate; however, actively favoring big players, which is what this suggestion does in my absolutely not humble opinion, is to be discouraged.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Riot Girl
You'll Cowards Don't Even Smoke Crack
#42 - 2014-03-08 10:32:28 UTC
Rivr Luzade wrote:
What it does is punishing small people over large entities.


Quote:

  • It favors those who have more money and contacts to spend on defense for such POS,
  • it favors those who have the standing to put up a POS in safe places already,
  • and it favors those who know how to best set up such a POS, which is knowledge that not many players have and that requires massive investigation of a broken system.


I don't see why any of these things should be a problem.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#43 - 2014-03-08 10:35:05 UTC
Rivr Luzade wrote:
Yes, your math is true, but your conclusion is not. It will be more expensive compared to now, but after this change cheaper to produce on a POS. But more expensive regardless.

Ulterior motive? Uhm ... Killboard padding, griefing, kill mails in general, keeping people out of business, mercenaries contracted by other competitors, hurting people who don't want to listen to the "Come to LS/00S mantra", etc pp. ECM, Hardeners and such don't deter people from attacking your POS, they only encourage them to bring more people and to wardec you again, because you put up a fight and keep them entertained, since they cannot find entertainment with better opponents. Regardless if you don't take the POS down or not, your production is stopped, because onlining these mods means that you have to (keep) offline your production facilities.


To be frank, you listed many good things IMO. Moving more S&I to POS's allows for PvP interruptions, and if you don't want to deal with it you can keep using Stations from an NPC corp. I don't believe all forms of activity in this game should be on equal footing. Frankly, I would reward those who take risks and those who put in more effort. Running a POS, which requires more effort to maintain, and entails more risks as it may be attacked, should absolutely be more rewarding than working from an NPC corp using NPC stations.

Rivr Luzade wrote:

I oppose this idea because it does exactly not put everyone on more even footing in industry.

  • It favors those who have more money and contacts to spend on defense for such POS,
  • it favors those who have the standing to put up a POS in safe places already,
  • and it favors those who know how to best set up such a POS, which is knowledge that not many players have and that requires massive investigation of a broken system.



So, you oppose it because it favors working together iwth others, because it favors those who put in the effort to acquire NPC standings, and it favors those who take time and learn our game.

Are you serious?

Rivr Luzade wrote:

The current system, however, allows everyone (WH people excluded for obvious reasons) to produce things on a very even playfield, with same cost, same effort, same reward and same risk for everyone. While I see the merits of your proposal, and with a better POS system and less "extreme" and stupid players, I would not be as much in disfavor as I am and also could understand your concentration on the positive aspects.


Why should WH people be excluded? I certainly don't think they should!
Why should the playfield be even? Should those who put in more effort, those who put more at risk, absolutely deserve to be rewarded for it. I can't fathom why you would think otherwise.

Rivr Luzade wrote:


I mean, just take mynna's comment. She completely ignores current realities. We have already had a massive change to industry in the last 2 patches. Odyssey and Inferno introduced the EM for BC and BS, which still makes it completely pointless to produce certain ships, like the Cyclone or Armageddon/Scorpion/Typhoon. While this came from CCP as a means to prevent "overly intelligent" people from exploiting the changes, it prevents the production of these ships ever since and it's already over a year for the BCs, for instance. Your proposed change, while not as drastic as the EM, holds very similar implications for the industrialists: It is going to make production less profitable for all those who don't already have multiple dozens of billions invested in it, effectively keeping new comers out of the game.


When the tiericide happened, it was essential that CCP balance the mineral costs. Putting the extra material costs as "Extra Materials" prevented players from reprocessing ships to produce free materials. I don't understand why you would be upset over this. I can understand being disheartened that the markets haven't fully rebounded from the changes, but that just indicates these ships were way overproduced. As for BC's, I may be wrong, but I'm pretty sure the current cost points exist because people have sources of "below market value" minerals that they produce ships with.

Rivr Luzade wrote:
actively favoring big players, which is what this suggestion does in my absolutely not humble opinion, is to be discouraged.


This favors those that put their stuff at risk and have the organization and manpower to operate and protect it. So what. This is a game of empire building, and I have no problems with such mechanics. Perhaps we simply won't find a middle ground.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#44 - 2014-03-08 11:01:31 UTC
"Gizznitt Malikite" wrote:
To be frank, you listed many good things IMO. Moving more S&I to POS's allows for PvP interruptions, and if you don't want to deal with it you can keep using Stations from an NPC corp. I don't believe all forms of activity in this game should be on equal footing. Frankly, I would reward those who take risks and those who put in more effort. Running a POS, which requires more effort to maintain, and entails more risks as it may be attacked, should absolutely be more rewarding than working from an NPC corp using NPC stations.


Yes, I listed all those things that 1 group of players likes: PVPers. You fail again to understand that this game is not only about PVPers. You, as so many others before you, want to force everyone into this gameplay. That's very ... comprehensive.

--

"Gizznitt Malikite" wrote:
I don't believe all forms of activity in this game should be on equal footing.


May I quote yourself here? Roll

"Gizznitt Malikite" wrote:
helping to even the manufacturing playfield in every sector of the game (Highsec, Nullsec, WH's, & Lowsec)


--

"Gizznitt Malikite" wrote:
So, you oppose it because it favors working together iwth others, because it favors those who put in the effort to acquire NPC standings, and it favors those who take time and learn our game.

Are you serious?


As serious as you are. Nothing prevents you from working together now, there is already a lot of incentive to work together. But: the current system also allows for people not to work together and don't have massive disadvantages over those who do cooperate. Again, you only favor 1 gameplay style and ignore the many others. Again, very comprehensive.

--

"Gizznitt Malikite" wrote:

Why should WH people be excluded? I certainly don't think they should!
Why should the playfield be even? Should those who put in more effort, those who put more at risk, absolutely deserve to be rewarded for it. I can't fathom why you would think otherwise.


They are excluded because there are no stations in WH space. For that we already pay premium for their products and modules. Unless we don't because the market ruins their margins, because of trolls and ignorant players.
Shall I quote yourself again? Roll
People, who work together, are already rewarded with bigger market coverage, bigger market influence, better leeway in pricing, greater possibilities to compensate market fluctuations, and better means to protect their assets on the move and in space. Counterquestion: Why should those who cannot put as much effort into the system, those who cannot put as much risk into the system to earn equivalent reward, be punished for this? Again: Not everyone wants to play this single gameplay style, different people prefer different ways to play the game. What you do is to favor 1 gameplay style over all the others and make all the others harder and less viable. POS for production are already used where it is feasible to use them; I fail to see how this is the case elsewhere.

Continuation in the next post.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#45 - 2014-03-08 11:11:16 UTC  |  Edited by: Rivr Luzade
"Gizznitt Malikite " wrote:

When the tiericide happened, it was essential that CCP balance the mineral costs. Putting the extra material costs as "Extra Materials" prevented players from reprocessing ships to produce free materials. I don't understand why you would be upset over this. I can understand being disheartened that the markets haven't fully rebounded from the changes, but that just indicates these ships were way overproduced. As for BC's, I may be wrong, but I'm pretty sure the current cost points exist because people have sources of "below market value" minerals that they produce ships with.


As I said and a unexpectedly good observation of the market. The market exactly did not do what it should have done. If production prices rise, you'd expect that those who had pre-produced ships, would put them in the market for higher prices to get the extra big profits from the change. Didn't happen. I never indicated I was upset about it, back then I was just surprised that it did not turn out this way, because it is so against what I've experienced with previous changes.
Nice thought on the BCs and underpriced minerals, but that is not the reason for why the Cyclone's price is where it is and why it is pointless to build it... Nice try.

--

"Gizznitt Malikite " wrote:

This favors those that put their stuff at risk and have the organization and manpower to operate and protect it. So what. This is a game of empire building, and I have no problems with such mechanics. Perhaps we simply won't find a middle ground.


Yes, and it only favors those. But as I said in the previous post, there is no need for that. At all.

--

"Gizznitt Malikite " wrote:

Perhaps we simply won't find a middle ground.


Unlikely. You represent 1 extreme of this game, and I apparently tend to the other. You don't accept my points as valid, I cannot accept yours the only truth. You want to play this game your way and require others to play it your way, ignoring that this is a sandbox and other players play differently, and I don't want to play this game only in this 1 single way. Only because your extreme is more vocal in this game, doesn't mean that it should have its way all the time.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Nevyn Auscent
Broke Sauce
#46 - 2014-03-08 11:24:43 UTC
mynnna wrote:

/rant

*snip*
Except for the bit where you assume I am an idiot and believe that all your arguments work only one way.
Because they don't.

Every single High sec industrialist is paying for shipping costs on high end minerals and all moon materials which have been exported out of null sec, and the shipping costs are built into the prices in the trade hubs. Meaning that it is perfectly possible for an industrialist in Null to actually get cheaper materials by avoiding the handling costs of exporting them into High sec in the first place.

Then we get onto your terrible fallacy that faster lines don't mean you can undercut me. Because they do.
For the sake of simple maths. Lets take 100,000 isk/hr. And say the item takes 100 hours to make.
High sec. 100,000*100 = 10 Million Isk in line cost.
Null Sec line with a 60% time reduction. 100,000*40 = 4 Million Isk.

You have saved 6 Million Isk because of your time reduction. So you have an isk saving on every single item built in Null which gets a time discount relative to high even if you pay the same per hour.

Instead lets now take the case you seem to think should exist where High sec costs only get multiplied by 100.
So Null Sec, as above with new costs, 1,000*40 = 40,000 Isk. You just saved an extra 4 million. Allowing you to undercut highsec markets by even more.

So, that's why I am against changing high sec costs only. Because you already gain an isk advantage from the time reduction. Just because Isk is only 0.01% (Est) of the total cost of production of most items that isk advantage doesn't show. The larger you make the isk portion, the larger your advantage that ALREADY EXISTS becomes in actual reality.
You are trying to fight for an extra advantage on top of that existing bonus, and adding straws to the camels back by doing so.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#47 - 2014-03-08 17:10:12 UTC
Gizznitt Malikite wrote:

You grossly underestimate the value of this proposal. One character Manufacturing at a station (10 lines) would spend 8m isk / day on line fees. Alternatively, you could operate a Medium POS for the same amount of isk, build all your stuff 25% faster, and have enough lines to support several characters with on demand private access for production. That is a huge amount of incentive, and if you don't grasp this, I highly doubt you actually partake in Manufacturing.

A.) Highsec manufacturing is generally done in NPC station slots, much moreso than at POS's. Research POS's are far more common, and they are regularly attacked. too, although I'll admit they can be made difficult to take down. *snip*

B.) Nullsec systems may not have as many moons on average as highsec, but they typically have more than enough moons to setup a sizeable manufacturing system via POS's. This changes helps that.

C.) QQ, nullsec isn't safe. I'm sorry, but I'm calling out your bullshit on this point. First off, nullsec residents regularly have massive amounts of wealth in their nullsec stations, and I don't believe for a moment that they are too risk adverse to manufacture there. Generally, it is the travel costs of moving goods to/from markets that hinder significant nullsec production.

With this in mind, lets examine your list:

1.) My proposal addresses the Price vs Effort/Risk of POS manufacturing. Why do you care if it is in highsec or nullsec!

2.) Nullsec Sov already reduce the fuel costs of utilizing a POS. You don't need to jack up the cost of charters, although a small increase would be alright.

3.) Swap manufacturing in Highsec stations to nullsec stations? HTFU, nullsec stations are not risky to use!

4.) While I have a lot of mixed feelings on JF usage, increasing fuel cost and removing mineral compression will do NOTHING to help nullsec industry. If you want to help nullsec industry, you need to reduce the transportation costs, which are the main reason nullsec industry cannot compete with highsec. Alternatively, you could bump all production in highsec by some significant amount, but I honestly am not addressing that here. Here I am balancing POS vs Station S&I.

This post shows that you understand nothing about the balance of industry between hisec and nullsec and you have no clue why nullsec industry doesn't exist outside of super production. You claim that your change is the "first step" to balancing highsec and nullsec industry and you can't even figure out how to balance highsec industry right. In fact, if I hadn't actually PvPed against you in Syndicate I would honestly doubt you have spent a day outside of highsec during your entire time in Eve.

Let me destroy each one of your points individually:
Intro: You are clearly overestimating your your proposal. You have no idea how painful it is to use a POS to do manufacturing. You would have to increase station costs to millions of isk/hr/line to make people willingly change over to a POS. You first have to haul the mats to the POS, get the BPCs out of the research mods and in the station office ready to use, you have to ensure that whatever you are building can be stored in the POS when it is done building until you can pick it up. Oh and the best way to do that is with a freighter. Which is painfully slow. Then you have to ensure the POS is fueled at all times and is far enough away from a hub that people won't want to destroy it because you are a 1 man indy corp.

Or you can do all of that in a matter of seconds in a station. time is isk. I could run a mission and make far more than the cost of the production lines in the time you spent maintaining your production POS with line cost at your proposal. It isn't enough incentive to deal with that headache.

A. Research POS are much more frequent because it is exponentially less painful to have to deal with than a production POS and makes up for the lack of copy lines found in highsec. You change does nothing to make POS S&I any better than Station S&I, only trivially cheaper.

B. You could set up 40 POS to do your manufacturing. And you would spend HOURS making it all work. Or you could do it in a station in far less time. POS production sucks. More POS = more suck.

C. Of course. SOV never switches hands. Fleets don't have the ability to hit CSAAs deep in other people space. Oh wait! They do. And they frequently burn down each others CSAAs. If you can't save your 60 bil isk titan baby then nullsec is not safe.

1. Your proposal does not do what you claim. You would need costs to be FAR higher to even come close to achieving that.

2. To balance highsec and nullsec industry you need to increase the cost of highsec industry. Charters are the best way to increase the cost of highsec POS production.

3. Yeah. Cause deadzoning isn't a thing. And stations aren't flipped all the time. You can always get your assets out of any place in highsec. If you screw up in nullsec you are stuck.

4. HA! That first line is gold. You clearly don't understand the import export markets we have now. Without fixing JFs and compression nullsec industry will never go anywhere because you can just haul in all the minerals you need over actually mining in nullsec. You need the whole picture. Not just a tiny corner.

I am the one who doesn't have any idea? I have far more of an idea than you do. You don't even know the first thing that is wrong with industry in highsec or nullsec. Your post proves it.
mynnna
State War Academy
Caldari State
#48 - 2014-03-08 19:44:03 UTC  |  Edited by: mynnna
Nevyn Auscent wrote:

Every single High sec industrialist is paying for shipping costs on high end minerals and all moon materials which have been exported out of null sec, and the shipping costs are built into the prices in the trade hubs. Meaning that it is perfectly possible for an industrialist in Null to actually get cheaper materials by avoiding the handling costs of exporting them into High sec in the first place.

Once again you're just throwing garbage out there without considering the actual numbers. If a round trip out into my space with a Nomad costs about 12m isk, and that Nomad can carry 33.75m units of high ends, then the shipping costs added to those high end minerals come to .35 isk per unit. Even if we generously and incorrectly count Nocx as a "high end mineral", that's an extra 16.7k per battleship hull, thereabouts. Moongoo, while bulkier than normal minerals, are still dirty cheap to ship compared to their actual cost - R64s only weigh in at 35 per unit. Also, as long as we're on the topic of Tech II, R8 and R32 materials are only regionally available, which means that any give builder in null would have to import those materials even if they do mine and react everything else locally. The regional materials wind up accounting for around a third of the shipping volume of any given T2 hull, and then of course I'm still having to turn around and ship the finished hull back out.

Nevyn Auscent wrote:
Then we get onto your terrible fallacy that faster lines don't mean you can undercut me. Because they do.
For the sake of simple maths. Lets take 100,000 isk/hr. And say the item takes 100 hours to make.
High sec. 100,000*100 = 10 Million Isk in line cost.
Null Sec line with a 60% time reduction. 100,000*40 = 4 Million Isk.

You have saved 6 Million Isk because of your time reduction. So you have an isk saving on every single item built in Null which gets a time discount relative to high even if you pay the same per hour.

I will readily admit that I overlooked this, though if my build costs are set at zero it's irrelevant anyway. Will you just as readily admit that you're pretending shipping fees aren't a thing to try to make your argument? Because they are, and they render the difference (even at free line use) irrelevant. Plus, if I'm getting a 60% time reduction it's because it's in a Tier 3 upgraded outpost which cost over sixty billion isk to build and upgrade that far, so you're damn well right I should get some benefit out of it.



Nevyn Auscent wrote:
Instead lets now take the case you seem to think should exist where High sec costs only get multiplied by 100.
So Null Sec, as above with new costs, 1,000*40 = 40,000 Isk. You just saved an extra 4 million. Allowing you to undercut highsec markets by even more.

So, that's why I am against changing high sec costs only. Because you already gain an isk advantage from the time reduction. Just because Isk is only 0.01% (Est) of the total cost of production of most items that isk advantage doesn't show. The larger you make the isk portion, the larger your advantage that ALREADY EXISTS becomes in actual reality.
You are trying to fight for an extra advantage on top of that existing bonus, and adding straws to the camels back by doing so.

Build fees can be set to zero in nullsec and last time I checked 100 times zero is still zero! But, as I've already demonstrated, even if I do that, the cost of shipping when translated into a per-build-hour basis is still vastly higher than even what this thread is proposing.

Member of the Goonswarm Economic Warfare Cabal

Mara Pahrdi
The Order of Anoyia
#49 - 2014-03-08 20:10:15 UTC
+1 for OP.

Remove standings and insurance.

voetius
Grundrisse
#50 - 2014-03-08 21:50:57 UTC

+1 for OP. Good arguments by Gizznit and Mynnna.

Batelle
Federal Navy Academy
#51 - 2014-03-08 22:14:17 UTC
Rivr Luzade wrote:

Ulterior motive? Uhm ... Killboard padding, griefing, kill mails in general, keeping people out of business, mercenaries contracted by other competitors, hurting people who don't want to listen to the "Come to LS/00S mantra", etc pp.


lol are you serious?

Quote:
I mean, just take mynna's comment. She completely ignores current realities. We have already had a massive change to industry in the last 2 patches. Odyssey and Inferno introduced the EM for BC and BS, which still makes it completely pointless to produce certain ships, like the Cyclone or Armageddon/Scorpion/Typhoon.


Extra Materials haven't changed industry at all. Stuff that gets overproded is always unprofitable to build. All those things got overproduced, so many of those ships are unprofitable to build. This is a result of player behavior. Not some change in industry.

Get a clue.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Nevyn Auscent
Broke Sauce
#52 - 2014-03-08 22:20:10 UTC
mynnna wrote:

Build fees can be set to zero in nullsec and last time I checked 100 times zero is still zero! But, as I've already demonstrated, even if I do that, the cost of shipping when translated into a per-build-hour basis is still vastly higher than even what this thread is proposing.

Except you are making a lot of your shipping fee argument based on the current meta where you import everything from high sec 'by choice'.
All minerals are available locally. Moon goo is more local for Null than High. Simply because people currently choose to ship it all to highsec & process there, then export back to Null resulting in double handling doesn't make it 'required' to use that double handling.

So if you do as the Op is suggesting and end up cranking the cost of high sec production only high enough to change the meta, you will end up breaking the system, since you will not only locally source materials cheaper, but also have vastly cheaper industry lines.

Because you already have the discount in Null due to time on some items, you can raise the cost of all area's of space, and you still get the same effect, without as large a chance of creating a break in the system since you get an offset to your shipping costs (Which as above, are optional for the most part, and the non optional part is lower than high sec has to be).
Rivr Luzade
Coreli Corporation
Pandemic Legion
#53 - 2014-03-08 22:21:21 UTC  |  Edited by: Rivr Luzade
"Batelle" wrote:
lol are you serious?


More than serious considering the regular visitors and posters in the forum.

"Battelle" wrote:
Extra Materials haven't changed industry at all. Stuff that gets overproded is always unprofitable to build. All those things got overproduced, so many of those ships are unprofitable to build. This is a result of player behavior. Not some change in industry.

Get a clue.


Wonderful, you got it. The player behavior is exactly what I mean.

"mynna" wrote:
...


Why would you export stuff? In 00 you are not supposed to bring your stuff to high sec, you are supposed to build for your people. That should reduce your shipping cost quite considerably.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Anhenka
Native Freshfood
Minmatar Republic
#54 - 2014-03-08 22:22:21 UTC
voetius wrote:

+1 for OP. Good arguments by Gizznit and Mynnna.

The sort of thinking that can agree with both "This is an awesome idea" and "This is a pointless, harmful idea" at the same time makes my brain hurt.

In the end though, this change is of relatively little importance. Since costs will be increased across the board, in regards to increased line costs or in POS fuel, then the increase will simply be rolled into the cost of the final product. A negligible change from the end user perspective.

In a closed system, an increases in wages or material costs will not effect the final profitability of an object, as long as all producers have to operate under the same system.

TLDR: Unless EVE needs an additional sink, I see no point in implementing this beyond making an annoying clickfest, poor UI, aggravating system even worse by forcing manufacturing into POS's, something with an even worse UI than station manufacturing.
Anhenka
Native Freshfood
Minmatar Republic
#55 - 2014-03-08 22:40:11 UTC
Nevyn Auscent wrote:

Except you are making a lot of your shipping fee argument based on the current meta where you import everything from high sec 'by choice'.
All minerals are available locally. Moon goo is more local for Null than High. Simply because people currently choose to ship it all to highsec & process there, then export back to Null resulting in double handling doesn't make it 'required' to use that double handling.

So if you do as the Op is suggesting and end up cranking the cost of high sec production only high enough to change the meta, you will end up breaking the system, since you will not only locally source materials cheaper, but also have vastly cheaper industry lines.

Because you already have the discount in Null due to time on some items, you can raise the cost of all area's of space, and you still get the same effect, without as large a chance of creating a break in the system since you get an offset to your shipping costs (Which as above, are optional for the most part, and the non optional part is lower than high sec has to be).


Increasing the line cost 300 fold would not even begin to touch the difference between highsec miners and nullsec miner opportunity cost. Since nullsec miners will not work for peanuts the way 95% afk highsec miners will, local sourced lowend material has always and will continue to be much more expensive than the same minerals in highsec.

If miners make 5 mil an hour less mining the trit needed when they could be mining highends for 5 mil more and shipping it to highsec, the opportunity cost for mining for trit is extremely high when done in bulk for manufacturing.
And any surplus nullsec production has to be shipped to highsec anyway.

As to moongoo, different areas have vastly different ratios of moongoo. You will always produce dozens of times more of a particular material you need and be completely lacking in wide swaths of material types. It is also typically far easier to obtain POS fuel near highsec, making it cheaper and more convenient to continue running POS's near high as well (even with the sov reduction, since JF opportunity costs are massive)

Either you import trit from highsec and export capitals/mods, or you export highends to highsec and build there, incurring fuel costs either way, but the miners in nullsec won't mine trit if there are better ores from an m3 perspective to mine. As such, locally sourced materials will tend to be dictated in price by the most expensive available or to mine. Veldspar purchased locally in null will not cost much less than Arkanor on an m3/isk basis.
mynnna
State War Academy
Caldari State
#56 - 2014-03-09 03:25:17 UTC  |  Edited by: mynnna
Nevyn Auscent wrote:
mynnna wrote:

Build fees can be set to zero in nullsec and last time I checked 100 times zero is still zero! But, as I've already demonstrated, even if I do that, the cost of shipping when translated into a per-build-hour basis is still vastly higher than even what this thread is proposing.

Except you are making a lot of your shipping fee argument based on the current meta where you import everything from high sec 'by choice'.
All minerals are available locally. Moon goo is more local for Null than High. Simply because people currently choose to ship it all to highsec & process there, then export back to Null resulting in double handling doesn't make it 'required' to use that double handling.

So if you do as the Op is suggesting and end up cranking the cost of high sec production only high enough to change the meta, you will end up breaking the system, since you will not only locally source materials cheaper, but also have vastly cheaper industry lines.

Because you already have the discount in Null due to time on some items, you can raise the cost of all area's of space, and you still get the same effect, without as large a chance of creating a break in the system since you get an offset to your shipping costs (Which as above, are optional for the most part, and the non optional part is lower than high sec has to be).


Let's re-examine my example, shall we?

Quote:

Shipping costs are a thing. This is true even if we pretend enough mining actually happens in nullsec for me to build with minerals mined out there, instead of importing. For example, if I'm building battleships, I can fit 60 battleships worth of minerals into a single JF trip in compressed form, but those 60 hulls would take ten trips to move back to highsec. Assuming I'm flying a Nomad, I'll burn 160m isk worth of fuel, or about 2.66m per hull. At 3h20m to build (PE5 research), that's the equivalent of 800k per hour in "build costs". This extends to other ship classes as well - 33 cruisers per trip round trip costing 15.9m isk is ~480k per hull or about 216k/hr. Twice as many frigates with exactly half the build time per frigate gives you the same 216k/hr.


As that obviously didn't penetrate your skull the first time, we'll walk you through the numbers.

A one-way trip from empire to VFK is about 12,000 isotopes for a Nomad. Moving those sixty battleships requires ten trips, for a total of twenty (since I obviously have to go back). 12,000 x 20 = 240,000 isotopes, multiplied by 660 isk per unit, which gives me around 160m, which is 2.66m per hull or 800k per hour.

That 800k per hour figure - twenty-four times the 33.3k/hr the OP is proposing - is what we get if we're pretending that I can mine enough minerals to do this locally. Unfortunately, the most valuable ores in the game are actually the lowsec ores, and even they top out at 35m isk per hour (with an all 5 mackinaw and an all 5 hulk boosting). Needless to say, when people can rat for 60-120m isk per hour depending on their setup and how active they are, well... people mine, but nowhere near enough. So no, the fact that I went and added shipping costs to import the minerals and build costs to compress them isn't "choice" at all, it's the only way to get anything built in reasonable quantities in null.

Rivr Luzade wrote:

Why would you export stuff? In 00 you are not supposed to bring your stuff to high sec, you are supposed to build for your people. That should reduce your shipping cost quite considerably.

I wouldn't, but Nevyn is absolutely convinced that the OP's proposal represents a massive cost advantage that would allow nullsec builders to dominate the markets. So, for the sake of demonstrating that this is ridiculously untrue, we're playing along and pretending that we would want to export stuff we build.

Member of the Goonswarm Economic Warfare Cabal

Reaver Glitterstim
The Scope
Gallente Federation
#57 - 2014-03-09 03:33:50 UTC
100 FOLD IS NOT ENOUGH

OH MY GOD YES

I KEEP SAYING WE NEED THIS AND NOBODY LISTENS!!

and no my caps lock key is not broken, but thanks for asking.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Gizznitt Malikite
Agony Unleashed
Agony Empire
#58 - 2014-03-10 15:28:45 UTC
Anhenka wrote:

TLDR: Unless EVE needs an additional sink, I see no point in implementing this beyond making an annoying clickfest, poor UI, aggravating system even worse by forcing manufacturing into POS's, something with an even worse UI than station manufacturing.


♦ I don't find installing jobs at a POS that much more tedious than installing jobs in a Station, but I understand why many people do!

♦ I certainly don't think balancing POS manufactruing to be better than Station Manufacturing is pointless, especially considering the added effort and risks involved with POS operations.

♦ I hope we don't NEED another isk sink, so that perhaps the "ISK Sink" can be released at the same time as another isk source, keeping the books balanced. I can think of a few ares that could use a "rewards" boon (the ESS, etc), but that's for another thread.
Reaver Glitterstim
The Scope
Gallente Federation
#59 - 2014-03-10 15:45:49 UTC
I think we need an ISK sink. In the past 3 years the value of the ISK has dropped more than 50%. Now it's not like real world currency in which the value is completely arbitrary. The ISK sinks and the ISK faucets maintain static values. If there is inflation going on at all, it means the ISK faucets are greater than the ISK sinks. There is a huge region in between in which the ISK will balance at a certain level. Right now it seems to be balancing somewhere toward PLEX being 800-900 mil, but it hasn't got there yet and it'll go even higher if CCP keeps adding ISK faucets without proper ISK sinks.

There's no problem with adding ISK sinks. It's just more ways for people with money to spend it. Once some money gets out of circulation, people become less willing to spend egregrious amounts of currency for goods.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Bohneik Itohn
10.K
#60 - 2014-03-10 16:02:02 UTC
Yay for the idea of changing production line costs!

Bad way to do it though....

Low cost isn't really the problem, it's static costs. So long as the cost is the same for everyone at any given time it's not going to change. This will do nothing to change high sec S&I behavior because as has mentioned before, the cost gets passed on to the consumer so the manufacturer has no reason to care. Whether it's 300 or 300k an hour, it's not THEIR isk that's being spent, so it doesn't matter.

Make it dynamic. The more lines there are in use and the longer they're queued up, the more it costs to run a job in that area. Make it so that as soon as queues start to get high it becomes reasonable to move somewhere other than a trade/S&I hub and do your manufacturing there. This will at least get S&I players comfortable with the idea of transporting goods and services, and encourage them to explore options.

I don't feel that players should be forced into using POS's to stay competitive, but an S&I character should have to do more than queue up jobs and hit the deliver button once a day... If dynamic pricing pushed S&I players into looking for cheaper places to build and research, I think everyone would benefit.

This would especially encourage new S&I players to get out of the station and explore space. I find the idea of characters who don't leave the station as sad, unsettling, and unhealthy as a real-life shut-in.

Wait, CCP kills kittens now too?!  - Freyya

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