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Dev blog: Building better Worlds

First post First post First post
Author
Rain6637
GoonWaffe
Goonswarm Federation
#1281 - 2014-04-18 13:34:15 UTC  |  Edited by: Rain6637
standings characters are still worth the most as traders. a 5 million SP trade character with high faction standings is worth a billion ISK per million SP (easy)... 5 billion ISK for a potentially brand-spanking-new character. besides, using a standings character to pump out a 150 million ISK corporation at an ideal rate of 4/month for a yield of 600 million ISK [which barely covers a PLEX and has for some time] is bad anyway.

Dinsdale Pirannha wrote:
Rain6637 wrote:
Dinsdale Pirannha wrote:
One thing that I have yet to see addressed is why we need another ISK sink in the game.
Regardless of what the cartel propagandists say, CCP's own latest economic presentation states explicitly that the economy is in a DEFLATIONARY state, when plexes are removed from the equation.

So why is CCP implementing a system that will undoubtedly lead to even less ISK in the system?
Now that being said, we will certainly see prices rising if null sec does not take advantage of the massive industrial advantages it is being handed in the next couple blogs.


dumb guess here: when so many of EVE's players are lurking, loner high sec dwellers, providing the opportunity to research BPOs and build things would help with new player retention, i think. most of the players commenting in this thread are experienced, intelligent, high-volume industrialists... but some people just simply want to play. what do you think


Huh?
I have no idea what you are on about.\
Can you clarify?

Though I know the propagandists will answer on behalf of CCP, I would love to see a dev justify it.

i'm just saying that you have a very broad outlook and deep understanding of these changes, like most people in this thread... but you're forgetting how this opens up gameplay to players who will appreciate merely having the option. for example, before and after these changes, how much industry gameplay is available to a new player who's just finished their tutorials.

thank you for acknowledging my comment (no facetiousness). I admit mine is a dumb guess, because the only thing i've ever produced from a blueprint is a hookbill. like two months ago. it was kind of exciting, actually.
Dramaticus
State War Academy
Caldari State
#1282 - 2014-04-18 13:59:08 UTC
I'm gonna huff,
I'm gonna puff,
I'm gonna blow your POS down!

The 'do-nothing' member of the GoonSwarm Economic Warfare Cabal

The edge is REALLY hard to see at times but it DOES exist and in this case we were looking at a situation where a new feature created for all of our customers was being virtually curbstomped by five of them

Querns
Science and Trade Institute
Caldari State
#1283 - 2014-04-18 14:08:48 UTC
Rain6637 wrote:
standings characters are still worth the most as traders. a 5 million SP trade character with high faction standings is worth a billion ISK per million SP (easy)... 5 billion ISK for a potentially brand-spanking-new character. besides, using a standings character to pump out a 150 million ISK corporation at an ideal rate of 4/month for a yield of 600 million ISK [which barely covers a PLEX and has for some time] is bad anyway.

This is correct.

BTW, I wasn't kidding earlier in the thread -- if these changes incense any of you and you're planning on divesting yourselves of high-standings characters with 9.0+ in Caldari State standings, please contact me privately and sell me your character.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#1284 - 2014-04-18 14:35:45 UTC
I must be too much of an old RPG player...I couldn't imagine just buying a char I have nothing invested in!
Soldarius
Dreddit
Test Alliance Please Ignore
#1285 - 2014-04-18 14:37:11 UTC
Dinsdale Pirannha wrote:
Zappity wrote:
Dinsdale, isn't it just possible (however unlikely) that CCP might be trying to end up with viable industry in all parts of space?


By giving null sec the same amount of infinte slots as high sec, that was the final leveling of the playing field.
I never had a problem with null, or wh space, getting 100% refine, or a huge bump in available research / mfg slots.

I do have huge problems with the fact that it will now cost more, with a huge increase in risk, for high sec players, while we KNOW that null sec will be given huge advantages, just like they got with refining efficiency, that high sec can't compete with.

The only reason there is no "viable" null sec industry, outside of the HUGE supercap industry, is that the sov null sec players can make so much more ISK doing other things. Now, if the null sec cartel *Snip* Please refrain from personal attacks. ISD Ezwal. are to be believed, all their high sec mfg alts will be incentivized to head back to null and build right there, since there are big bonuses for doing so, and they can make good coin. Also, if the CSM gets its way, eventually enough people will be economically forced to move to null sec and null sec trade hubs may emerge.

Of course, the typical null sec line member will be paying a slot tax (as I predicted many months ago) directly to the station owners aka the cartel leaders. And in the meantime, the true high sec industrialists will be in very dire straits, as any null sec industrialist can for example, fill his jf with 100,000 DC II's and flood Jita with them at no price that no high sec player can match.


You can't possibly be that ignorant about import/export costs. Do you have any idea how much it costs to move that many (or any realistic amount) of DCIIs from nulsec to hisec? Do you have any idea where the materials for T2 modules come from? Do you realize that every T2 module in the game is made from all of the base moon goos, which are themselves only available in certain regions?

Even CFC members have to go to Jita if they want to build anything T2 simply because that is the only place where you can get everything you need. The vast majority of moon goo is imported from nul to Jita, sold on the market, and the proceeds used to buy everything else. That is then imported back out to nulsec, another jf run, and put into a POS farm and reacted. Those products are then sent back up to hisec for sale.

All of these costs are added to the market price, simply because CCP thinks that moon goo reactions should only be able to be done in 0.3 or lower sec status systems.

Dinsdale, if you want to blame someone for the state of industry, look no further than CCP. They set the rules, not "nulsec cartels". You want cheaper T2? You could for example lobby the CSM and CCP for moon mining in hisec. The removal of POS anchoring restrictions in .8 and higher systems is the first step. They might actually think about it now.

http://youtu.be/YVkUvmDQ3HY

Shamus en Divalone
The Clandestine Forge
#1286 - 2014-04-18 15:03:32 UTC
Dear Dev,

Will the POS arrays be getting a balance of sorts? For instance will the 1.1 materials modifier (extra materials) be removed from Advanced ship arrays?
Weaselior
GoonWaffe
Goonswarm Federation
#1287 - 2014-04-18 15:10:35 UTC
Shamus en Divalone wrote:
Dear Dev,

Will the POS arrays be getting a balance of sorts? For instance will the 1.1 materials modifier (extra materials) be removed from Advanced ship arrays?

this is a good point and should probably happen don't know why anyone ever thought that mineral modifier was a good idea

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Soldarius
Dreddit
Test Alliance Please Ignore
#1288 - 2014-04-18 15:20:40 UTC  |  Edited by: ISD Ezwal
Urziel99 wrote:
I'm curious to hear what bonuses could possibly justify me putting a 1.1 billion isk battleship BPO at risk, in a tower that's worth less than that by itself?

CCP has been going on a tear of late, devaluing things earned by veteran players. First it was refining SP (Which I want back, now that It'll only be half as effective as the skills I injected.), now NPC standings and remote jobs. I've never suspected CCP had it out for industrialists and miners, then we lost grav sites and it's been downhill ever since.


Devaluing skills? Are you kidding me? You had to train jack-all to get perfect refine in hisec, compared to my nulsec refining alt that had to train all but the specialty skills to 5, the specialty skills to 4, plug in a 1% refining implant, and refine at an improved refinery, because only certain Conquerable Outposts have 50% refineries. You deserve no reimbursement. Train the skills like everybody else.

Why would you put your BPO in a POS? Do the same darn thing you're already doing. The only thing you can do now that you won't be able to do this summer is remote ME/PE research. So put your BPO in a corp hanger at a research station and do that there. While you're at it, do your copying there, too. Take BPCs, move to production site. 2ez.

NPC standings requirements are only being removed for POS anchoring. Everything else still applies.

*Snip* Please refrain from personal attacks. ISD Ezwal.

http://youtu.be/YVkUvmDQ3HY

Kethry Avenger
Ministry of War
Amarr Empire
#1289 - 2014-04-18 15:27:24 UTC
Dinsdale Pirannha wrote:
One thing that I have yet to see addressed is why we need another ISK sink in the game.
Regardless of what the cartel propagandists say, CCP's own latest economic presentation states explicitly that the economy is in a DEFLATIONARY state, when plexes are removed from the equation.

So why is CCP implementing a system that will undoubtedly lead to even less ISK in the system?
Now that being said, we will certainly see prices rising if null sec does not take advantage of the massive industrial advantages it is being handed in the next couple blogs.


Hopefully so they can change other sinks already in game?


I would love to see clone costs be a big one time upgrade for more SP retention, then just say 100,000 isk per podding.

Really help promote PvP with veteran players and new bro's alike.


Also if they make implants something they are going to have us make in the future then that is another sink they would have to replace.

I think this is a good question that mostly needs the other 4 blogs for first.
Cygnet Lythanea
World Welfare Works Association
#1290 - 2014-04-18 15:30:11 UTC  |  Edited by: Cygnet Lythanea
Weaselior wrote:
Shamus en Divalone wrote:
Dear Dev,

Will the POS arrays be getting a balance of sorts? For instance will the 1.1 materials modifier (extra materials) be removed from Advanced ship arrays?

this is a good point and should probably happen don't know why anyone ever thought that mineral modifier was a good idea



For once, I agree with the goon. Frankly, i don't see why we have a dozen different shipyards (as an example) at all. One for sub caps and one for caps would make the most sense. You don't actually see much ship building at shipyards outside WH anyway, and I think that WH guys would enjoy the boost.

As far as Dinsdale being crazy.... eh.... Maybe it's just having played EvE as long as I have, but his paranoia does not seem entirely unfounded to me. I've seen too many times where CCP helped out one alliance or another in some way (not all of which became vast scandals for some reason) to entirely dismiss the idea that the alliances are trying to slant things to their favor via pals with jobs inside CCP, even if it's only to get insider knowledge to let them speculate more accurately before a given change drives prices up/down.


Weaselior wrote:

the industry in a game like this is self-regulating and we do not care about imposing higher costs on consumers because it's a game and those higher costs may be beneficial to the game


The idea that industry will regulate itself has been disproved many times over, in the real world, at least.
Soldarius
Dreddit
Test Alliance Please Ignore
#1291 - 2014-04-18 15:33:36 UTC
Aeonidis wrote:

Refining is getting a major nerf. Mineral compression is going away completely. instead there will only be 2 viable ways to move huge amounts of trit around in any sensible fashion. Rorqual->JF in Low/Null -or- Compression Array ->Freighter ->Station in High. Post patch no one is going to be shipping trit in an industrial that does any kind of capital production. Its going to have to stay in compressed rock form till it hits it final destination and then refined there with a specialized toon. Since Compression Arrays will be able to be anchored anywhere in High it only stands to reason that CCP needs to have the veld miners be able to use those arrays by also being able to compress their ore for logistics purposes. If all the veld miners had to suddenly start grinding standing to Anchor a stick what do you think would happen to the trit market and then New Eden industry as a whole? If the refining and mineral compression changes were happening at different times they might not have to do away with standings. My guess is that all this is leading to POS code changes down the road but they cant rewrite everything at once so some sacrifices have to be made to have the game at least be functional.


This person... show signs of intelligence. The two changes go hand-in-hand. Well done for figuring it out.

http://youtu.be/YVkUvmDQ3HY

Weaselior
GoonWaffe
Goonswarm Federation
#1292 - 2014-04-18 15:35:23 UTC  |  Edited by: ISD Ezwal
Cygnet Lythanea wrote:

The idea that industry will regulate itself has been disproved many times over, in the real world, at least.

how irrelevant considering that:

1) you're using regulate in a completely different sense than i am
2) who *Snip* Please refrain from using profanity. ISD Ezwal. cares about the real world because i am discussing a video game

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Destiven Mare
Federal Navy Academy
Gallente Federation
#1293 - 2014-04-18 15:43:19 UTC
Direct Dev Question:

Will you be releasing any of the other blogs on industry prior to fanfest? If so, what are the release dates?

Will you answer any more questions posed in the comments section prior to fanfest? It's been awfully quiet since #947 Posted: 2014.04.16 15:56

Is this current blog with the "wait and see" approach it employs merely a teaser designed to force us to purchase live streams to fanfest if we are unable to travel? This smacks of baiting.

Soldarius
Dreddit
Test Alliance Please Ignore
#1294 - 2014-04-18 16:11:37 UTC
Tora Hamaji wrote:

- Make it possible to install jobs with from the Personal Hangar Array!


This. Please this.

Also, I would love to see the Corp Hanger / wallet divisions become more fluid and player defined. Letting us set up hanger and wallet divisions on a dynamic basis would revolutionize corp management. For example, why do I have to have wallet access to use an assembly array? But all that is for a Corp Management revamp blog.

http://youtu.be/YVkUvmDQ3HY

Querns
Science and Trade Institute
Caldari State
#1295 - 2014-04-18 16:26:50 UTC
Destiven Mare wrote:
Direct Dev Question:

Will you be releasing any of the other blogs on industry prior to fanfest? If so, what are the release dates?

Will you answer any more questions posed in the comments section prior to fanfest? It's been awfully quiet since #947 Posted: 2014.04.16 15:56

Is this current blog with the "wait and see" approach it employs merely a teaser designed to force us to purchase live streams to fanfest if we are unable to travel? This smacks of baiting.


Standard definition fanfest stream is free. Only the HD stream costs money.

You could also just, y'know, wait patiently for the other blogs.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Soldarius
Dreddit
Test Alliance Please Ignore
#1296 - 2014-04-18 16:27:02 UTC
MailDeadDrop wrote:
Weaselior wrote:

also, make something require battleship construction V and something require industrial construction v (like jump freighters!)


These skills seem to be missing: Destroyer Construction, Battlecruiser Construction, and Supercapital Construction.

MDD


Agreed. Except, supers require cap ship construction 4, and titans cap ship construction 5. All capital ships are based off of that one skill. So no need for another.

http://youtu.be/YVkUvmDQ3HY

ergherhdfgh
Imperial Academy
Amarr Empire
#1297 - 2014-04-18 16:32:02 UTC
in the past three years or so I've seen a trend of the CCP devs moving away from customer focused development and towards a forced predetermined play style. I can't help but think that this has something to do with taking on venture capital.

With each expansion it seem I keep reading dev blogs that say something along the lines of " so we noticed that players are doing XY and Z but we want them to do AB and C so here is our plan to force them to play their game our way"

I guess with regards to this specific situation however I do have to recognize that you have been trying to destroy trade hubs since the game began.

This is an MMO and you seem to be trying to get players to not want to group up near each other. I'm not really sure what part of massive multiplayer you don't understand but this is a game of interactions with other players. It's also an industrial simulation and in the real world industry tends to group up together in tight clusters called cities where you have easy cheap access to everything you need.

You are trying to force players to do more stuff in low and null sec which means more moving **** around which not only means more expensive ships and mods and such but more game time spent manually jumping freighters long distances or moving expensive jump freighters around. I may not have met everyone that plays this game but in all the people that I've played with I have yet to meet one that enjoys jumping around and freighters are the worst and have only been made worse in recent years by new warp mechanics.

This summer industry expansion seem to be shaping up to make ships more expensive while decreasing the potential revenue from PvE activities for players with lower skill points meaning the ones who get more isk per hour from looting and salvaging than speed running. This mean on the whole the average player will more likely than not need to spend more time PvEing to be able to afford to loose ships PvPing

So log your data CCP devs and let me know in a few months if I am right. I'd love to see a dev blog when the winter expansion comes out comparing time spent PvEing and jumping crap around and time spent PvPing now versus then. I'm sure you guys have ways to figure out how much isk the average player can make per hour at a given task and compare that to ship prices and come up with some kind of index that gives a general feel for how many hours need to be spent to earn fully fit frig or BS or what ever.

Want to talk? Join Cara's channel in game: House Forelli

Querns
Science and Trade Institute
Caldari State
#1298 - 2014-04-18 16:54:46 UTC
ergherhdfgh wrote:
in the past three years or so I've seen a trend of the CCP devs moving away from customer focused development and towards a forced predetermined play style. I can't help but think that this has something to do with taking on venture capital.

With each expansion it seem I keep reading dev blogs that say something along the lines of " so we noticed that players are doing XY and Z but we want them to do AB and C so here is our plan to force them to play their game our way"

This is not at all what's going on. What you are describing is a situation in which the status quo is always preferable; that no change is possible because players have settled into niches that exploit and lubricate an antiquated system, at the expense of others.

The proposed changes open up industry significantly and reward clever industrialists who are willing to perform research and endure risk to drive down their costs. Congestion-based fees make the margins more malleable; more fluid. The status quo rewards a static grind for standings, which, upon completion, open up the whole oyster at once. The only other advantage is proximity to a market hub, and with dirt-cheap couriers, even this is not particularly an advantage.

Consider me -- I live primarily in nullsec. However, for certain items which I require, it makes sense to manufacture them myself. Despite the fact that the highsec arm of GBS LOGISTICS AND FIVES SUPPORT [MY 5S] is a skeleton crew at best, I am able to produce at the same level that a grizzled, ten-year veteran of industry can, because the advantages are so binary and so easy to reach. I just courier things to a station very close to Jita, produce, and courier them back.

Post-change, things are not so easy for me. Congestion charges will drive the margins of what I want to make to unfeasibility in the market hub in which I am based. I am then forced to make a choice -- do I search for my own highsec fiefdom? Do I attempt to produce what I need to produce back in the nullsec fields, where costs are different? Do I give up and let others who have carved out their own fiefdoms produce items for me, allowing them to profit from my need? These decisions are good for Eve, and the only tragedy here is that the proposed changes weren't invented sooner.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

ergherhdfgh
Imperial Academy
Amarr Empire
#1299 - 2014-04-18 17:05:11 UTC
In my previous list of activities that I feel this expansion will increase I left out high sec PoS bashing. As we all know throwing **** at towers in sub caps for hours on end is everyone's favorite activity.

Want to talk? Join Cara's channel in game: House Forelli

ergherhdfgh
Imperial Academy
Amarr Empire
#1300 - 2014-04-18 17:09:05 UTC
Querns wrote:
These decisions are good for Eve, and the only tragedy here is that the proposed changes weren't invented sooner.


we'll have to agree to disagree on this one.

Want to talk? Join Cara's channel in game: House Forelli