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Empire installations, why are they so cheap?

Author
Kate 'on
DevonCorp
#1 - 2014-03-17 23:38:54 UTC
So Eve is skewed towards overproduction. It's also got a nasty bout of inflation. ISK hoarding can only hold it back so far. So my question is:

Why is it that there is basically an unlimited supply of manufacture slots in empire. And why are the costs so damned cheap? Installation costs could (and should) be at least 100x higher than they are now, and per hour prices as well. Copy and invention slots too, but especially copy. Don't even get me started on ME/PR.

The mechanic already exists to put prices on a scale for corporate offices, depending on how busy the station is, even just applying that same process to these costs should at least help sink some ISK out of the community.

Perhaps I've missed some vital part of the game that requires NPC manufacture to be pennies on the dollar, while POS and NUL manufacturing aren't even close to worth it, even with their bonuses. So I have to wait till these modular deployables are finished until players can manufacture for free outside an NPC station?
SJ Astralana
Syncore
#2 - 2014-03-18 00:10:22 UTC
Duplicate of topic still on S&I page one: https://forums.eveonline.com/default.aspx?g=posts&t=327705&find=unread

Hyperdrive your production business: Eve Production Manager

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#3 - 2014-03-18 00:44:24 UTC
Kate 'on wrote:
So Eve is skewed towards overproduction. It's also got a nasty bout of inflation. ISK hoarding can only hold it back so far. So my question is:

Why is it that there is basically an unlimited supply of manufacture slots in empire. And why are the costs so damned cheap? Installation costs could (and should) be at least 100x higher than they are now, and per hour prices as well. Copy and invention slots too, but especially copy. Don't even get me started on ME/PR.

The mechanic already exists to put prices on a scale for corporate offices, depending on how busy the station is, even just applying that same process to these costs should at least help sink some ISK out of the community.

Perhaps I've missed some vital part of the game that requires NPC manufacture to be pennies on the dollar, while POS and NUL manufacturing aren't even close to worth it, even with their bonuses. So I have to wait till these modular deployables are finished until players can manufacture for free outside an NPC station?



umm, you do know that in a POS, you get 33% faster manufacturing?

Has a positive effect on your isk/hr.

(I'm not arguing your main point. I have posts on the same topic)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Kate 'on
DevonCorp
#4 - 2014-03-18 23:29:06 UTC  |  Edited by: Kate 'on
Steve Ronuken wrote:
Kate 'on wrote:
So Eve is skewed towards overproduction. It's also got a nasty bout of inflation. ISK hoarding can only hold it back so far. So my question is:

Why is it that there is basically an unlimited supply of manufacture slots in empire. And why are the costs so damned cheap? Installation costs could (and should) be at least 100x higher than they are now, and per hour prices as well. Copy and invention slots too, but especially copy. Don't even get me started on ME/PR.

The mechanic already exists to put prices on a scale for corporate offices, depending on how busy the station is, even just applying that same process to these costs should at least help sink some ISK out of the community.

Perhaps I've missed some vital part of the game that requires NPC manufacture to be pennies on the dollar, while POS and NUL manufacturing aren't even close to worth it, even with their bonuses. So I have to wait till these modular deployables are finished until players can manufacture for free outside an NPC station?



umm, you do know that in a POS, you get 33% faster manufacturing?

Has a positive effect on your isk/hr.

(I'm not arguing your main point. I have posts on the same topic)


Some simple math here, why I disagree
http://bp.kiwi.frubar.net/?q=stabber&techlevel=true&id=&me=10&pe=5&runs=1&cme=100&cpe=100&enc=5&dc1=5&dc2=5&decryptor=0&meta=0&buildtime=1&copytime=1&invtime=1

Picked a random BPC 'Stabbers'

10ME 5PE

302 produced Station: 3w 6d 23h 6m 40s
403 POS production: POS: 3w 6d 23h 40m 0s

x13 for a fully loaded Caldari POS. totals

3,926 Station
5,239 POS

14400 fuel blocks, appx 180m in fuel costs. Lets just make up some numbers.

9.8 vs 10.4 costs to profit, assuming no costs for freight, or price swings

38,474,800,000 - 40,830,400,000 - 2,355,600,000
51,342,200,000 - 54,485,600,000 -- 3,143,400,000

787,800,000 difference - fuel = 607,800,000
250m for tower,
72m MSAA * 13
so just over 1bn in capital investment.

And thats at least two characters, for literally the entire month. PI makes that much, and for a lot less work, and less risk. Add to that the capital investment of over 1bn to get this running, and shutting it down at the first sign of trouble, and it makes no sense. Assume you'd need a freighter to move all that, or another bn, instead of empire guy who just pays 4m to get red frog on it.

Now if that speed bonus was a mineral bonus, maybe. If empire turned that 2.3bn profit into 1bn with station costs, then maybe your 2bn investment makes more sense, when you're making 2x on your ROI.

Now I know lots of people do that, but more don't. Also, as a bonus, more POS, and more people running against them means more interaction. NPC strations are solo.

I'm not giving the HTFU argument, but the more opportunity to give players the ability to interact with other placers, the better. God knows how many people are playing a 15 dollars a month solo activity as it is, and quitting after 5 months
Gilbaron
The Scope
Gallente Federation
#5 - 2014-03-19 04:14:15 UTC  |  Edited by: Gilbaron
don't make stabbers at 200k ISK/hr

make fuel blocks at 500k ISK/hr (and often more, ISK/hr on fuel blocks fluctuates like crazy, 500k is a conservative baseline)

http://bp.kiwi.frubar.net/?q=fuel+b&techlevel=true&id=4314&me=40&pe=40&runs=18000&cme=100&cpe=100&enc=5&dc1=5&dc2=5&decryptor=0&meta=0&buildtime=1&copytime=1&invtime=1

4w 2d 11h 42m 26s in a station for 410,547,600.00 ISK profit

http://bp.kiwi.frubar.net/?q=fuel+b&techlevel=true&id=4314&me=40&pe=40&runs=24000&cme=100&cpe=100&enc=5&dc1=5&dc2=5&decryptor=0&meta=0&buildtime=1&copytime=1&invtime=1

4w 2d 11h 42m 26s in a pos for 547,396,800.00 ISK ISK profit

and that is just one line. on one character.

and don't forget transportation. if you make bulk T1 stuff your bottleneck quickly becomes transportation. transporting to a POS 2 jumps from jita is much less hassle than transporting to a station 5 jumps from jita.
Aluka 7th
#6 - 2014-03-19 07:54:21 UTC
Empire subsidy.
You can repair ship and manufacture for free in Alliance owned station/outpost. That is also not fair :P
Lucas Kell
Solitude Trading
S.N.O.T.
#7 - 2014-03-19 07:59:20 UTC
Upping the queue costs would just push up the price of T1 items and destroy the manufacture on some of them. Noone in their right mind is going to pay POS fuel costs to manufacture shuttles and damage control Is.

Also, you realise a POS can be built in high sec right? It wouldn't move manufacture to null because you still have the key problem which is logistics. Shipping bulky T1 items from null sec is expensive and that would have to reflect in the price of them item. Null manufacture to basic items will never become a thing all the time manufacture is possible at all in empire (not that I'm saying it should be removed as that would be game breaking).

I don't disagree though that lines costs are too cheap in empire, I'd just not advocate pushing them up higher than the cost to run a POS. I think it would be better to edge the price up a little, and reduce how many there are available so it becomes more about competing for the lines or queueing and the benefit to a POS would b to skip the queue.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Kate 'on
DevonCorp
#8 - 2014-03-20 12:44:10 UTC
Not talking about shipping them FROM nul, talking about building for use IN nul.

also, yes, the push would be for tons of towers in 05 space. Good, it will fill up fast, then conflict.

And as for the stabber reference, was just a random one picked. The point is, for a lot of people, the simplicity of manufacture/courier contract/sell most likely outweights the hassle of creating a POS, and making goods out of there. Especially when you have to haul them to the nearest station (at least)
Lucas Kell
Solitude Trading
S.N.O.T.
#9 - 2014-03-20 13:34:21 UTC
Kate 'on wrote:
Not talking about shipping them FROM nul, talking about building for use IN nul.

also, yes, the push would be for tons of towers in 05 space. Good, it will fill up fast, then conflict.

And as for the stabber reference, was just a random one picked. The point is, for a lot of people, the simplicity of manufacture/courier contract/sell most likely outweights the hassle of creating a POS, and making goods out of there. Especially when you have to haul them to the nearest station (at least)
I'm not entirely sure I follow what you would expect that change to encourage. If it's what it seems to be, which is revitalising null sec industry, I don't think the changes would work out as you would expect. Most of null already has manufacturing queues open to alliance members. Bulky items often are manufactured in null as it's easier to ship compressed minerals and manufacture items down there rather than ship huge items in multiple JF runs.

If they changed the price of high sec manufacture, that wouldn't suddenly mean people would start shipping materials to null and manufacturing, they'd still buy products from high sec and ship them down albeit at a higher price. It's about convenience rather than cost. Certain lesser used items would just become unprofitable and die out.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#10 - 2014-03-20 14:23:03 UTC
Improving industry in Null would require a slew of changes. Including mining. Because if you're going to have to ship minerals in, then you may as well ship the required goods on demand for a /slightly/ higher cost.


Improving mining in Null would require changes to yield. Ideally something which reduces the time which you can do something for, to prevent someone from /just/ mining for 12 hours. The yield change isn't so much to improve the isk/hr, but to reduce the hour requirement, thus adjusting the risk in comparison to mining in highsec.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Batelle
Federal Navy Academy
#11 - 2014-03-20 16:47:17 UTC
Kate 'on wrote:
So Eve is skewed towards overproduction. It's also got a nasty bout of inflation.


overproduction is going to be costlier with the nerf to module/ship reprocessing. Eve is not suffering a nasty bout of inflation.

"**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.

Kate 'on
DevonCorp
#12 - 2014-03-20 18:44:12 UTC
Batelle wrote:
Kate 'on wrote:
So Eve is skewed towards overproduction. It's also got a nasty bout of inflation.


overproduction is going to be costlier with the nerf to module/ship reprocessing. Eve is not suffering a nasty bout of inflation.


not really, it's just making people who gun compress do it differently, and train more. this won't stop people from mining in botfleets, just make it less profitable
Batelle
Federal Navy Academy
#13 - 2014-03-20 19:11:04 UTC
Kate 'on wrote:
Batelle wrote:
Kate 'on wrote:
So Eve is skewed towards overproduction. It's also got a nasty bout of inflation.


overproduction is going to be costlier with the nerf to module/ship reprocessing. Eve is not suffering a nasty bout of inflation.


not really, it's just making people who gun compress do it differently, and train more. this won't stop people from mining in botfleets, just make it less profitable


lol what? Yes they'll do it differently, but that has nothing to do with overproduction. "Overproduction" will be hurt because if there is an oversupply of an item on the market, you can no longer just reprocesses those items to raw materials for little loss. It basically makes the extra materials effect permanent, in that if some item is truly overproduced, then its market price may be both below mineral cost and above what would it would be worth to purchase and reprocess. High reprocessing rates meant that if supply ever outstripped demand, the prices couldn't be depressed too much. Now anything that's over produced will have to sit on the finished goods market rather than go right back into the mineral market. This means increased demand for ore (good for miners). It especially is good for miners because now compressed ore will have added utility over refined minerals when it comes to transportation.

"**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.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#14 - 2014-03-20 23:36:32 UTC
SJ Astralana wrote:


I was just going to post that link.

I fully support increasing the production costs of NPC station lines by 100 fold. Running the numbers, this would create a very nice isk sink in the game, make POS production more profitable than station production, and wouldn't hurt industrialists all that much as they can pass the cost onto the consumer, who will pay ~10% more for their modules and ships.
Felicity Love
Doomheim
#15 - 2014-03-21 01:56:59 UTC
... poasting in a stealth "EVE's not fair to Null Bears" thread... because someone is already pissing gas on this campfire, and being a fair-minded person, I brought marshmallows for everyone. Roll

"EVE is dying." -- The Four Forum Trolls of the Apocalypse.   ( Pick four, any four. They all smell.  )

Afk Moon Goo
Imperial Academy
Amarr Empire
#16 - 2014-03-21 13:10:13 UTC
Kate 'on wrote:

while POS and NUL manufacturing aren't even close to worth it, even with their bonuses.


Super/cap/t3 production says hi. Roll
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#17 - 2014-03-21 13:19:54 UTC
Afk Moon Goo wrote:
Kate 'on wrote:

while POS and NUL manufacturing aren't even close to worth it, even with their bonuses.


Super/cap/t3 production says hi. Roll



T2 says hi too. I mean, you're running the POS for copy slots anyway...

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Lucas Kell
Solitude Trading
S.N.O.T.
#18 - 2014-03-21 14:10:20 UTC
Gizznitt Malikite wrote:
SJ Astralana wrote:


I was just going to post that link.

I fully support increasing the production costs of NPC station lines by 100 fold. Running the numbers, this would create a very nice isk sink in the game, make POS production more profitable than station production, and wouldn't hurt industrialists all that much as they can pass the cost onto the consumer, who will pay ~10% more for their modules and ships.
This would be nothing but a nerf to high sec industry, It would force production into a POS, since you'd not be able to compete with the manufacture price of a POS user. Many items would simply die out since nobody would bother to produce them as their profit margins are slim as is. Adding hundreds of millions in costs per month would mean many of them would never be profitable.

Then those that do want a POS would have to grind standing, find an empty moon in a reasonable location (good luck) avoid getting wardecced by one of the many wardec corps out there (who would now see this as a way to ransom a POS or the space for one, so good luck) just to be able to compete.

I'm a null sec player, so I would love to see null sec industry given a boost, but not by destroying high sec industry. I think the better choice would be to push the costs up to make them slightly more noticeable (nowhere near 100x), and increase the time factor (maybe to 1.25, 1.5) so they can compete on price/item but not as well on isk/hour with low and null stations.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Himnos Altar
An Errant Venture
#19 - 2014-03-23 04:19:17 UTC
Lucas Kell wrote:
Gizznitt Malikite wrote:
SJ Astralana wrote:


I was just going to post that link.

I fully support increasing the production costs of NPC station lines by 100 fold. Running the numbers, this would create a very nice isk sink in the game, make POS production more profitable than station production, and wouldn't hurt industrialists all that much as they can pass the cost onto the consumer, who will pay ~10% more for their modules and ships.
This would be nothing but a nerf to high sec industry, It would force production into a POS, since you'd not be able to compete with the manufacture price of a POS user. Many items would simply die out since nobody would bother to produce them as their profit margins are slim as is. Adding hundreds of millions in costs per month would mean many of them would never be profitable.

Then those that do want a POS would have to grind standing, find an empty moon in a reasonable location (good luck) avoid getting wardecced by one of the many wardec corps out there (who would now see this as a way to ransom a POS or the space for one, so good luck) just to be able to compete.

I'm a null sec player, so I would love to see null sec industry given a boost, but not by destroying high sec industry. I think the better choice would be to push the costs up to make them slightly more noticeable (nowhere near 100x), and increase the time factor (maybe to 1.25, 1.5) so they can compete on price/item but not as well on isk/hour with low and null stations.


Oh the horrors.

You'd have to INTERACT with people instead of ignoring them completely?

That is a horrible, horrible thing for EVE Online.
Derrick Diggler
Center for Advanced Studies
Gallente Federation
#20 - 2014-03-27 00:43:02 UTC
Himnos Altar wrote:
Lucas Kell wrote:
Gizznitt Malikite wrote:
SJ Astralana wrote:


I was just going to post that link.

I fully support increasing the production costs of NPC station lines by 100 fold. Running the numbers, this would create a very nice isk sink in the game, make POS production more profitable than station production, and wouldn't hurt industrialists all that much as they can pass the cost onto the consumer, who will pay ~10% more for their modules and ships.
This would be nothing but a nerf to high sec industry, It would force production into a POS, since you'd not be able to compete with the manufacture price of a POS user. Many items would simply die out since nobody would bother to produce them as their profit margins are slim as is. Adding hundreds of millions in costs per month would mean many of them would never be profitable.

Then those that do want a POS would have to grind standing, find an empty moon in a reasonable location (good luck) avoid getting wardecced by one of the many wardec corps out there (who would now see this as a way to ransom a POS or the space for one, so good luck) just to be able to compete.

I'm a null sec player, so I would love to see null sec industry given a boost, but not by destroying high sec industry. I think the better choice would be to push the costs up to make them slightly more noticeable (nowhere near 100x), and increase the time factor (maybe to 1.25, 1.5) so they can compete on price/item but not as well on isk/hour with low and null stations.


Oh the horrors.

You'd have to INTERACT with people instead of ignoring them completely?

That is a horrible, horrible thing for EVE Online.



It is a sandbox. Yours is different to theirs. Does not make it the only sandbox. For them that might actually be the horror because their sandbox one more time is different to yours.
I will never understand why this concept is so hard to understand to so many people.
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