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

First post First post
Author
Helena Russell Makanen
DRRUSSEL
#501 - 2011-12-01 20:12:40 UTC
Rek Esket wrote:
Long John Silver wrote:
One day, CCP will wake up to the fact that the bulk of their income comes from the relatively silent majority of players who are engaged in 'small enterprises', and start throwing us some fish too.


What do you think the whole PI system is?




Think you meant to use the word 'WAS' there sparky.

"If a miner needs to go to the bathroom, for instance, I ask that they dock up first, or at the very least ask the Supreme Protector for permission to go."  -  James 315 - aka - the miner bumper

Asmodes Reynolds
Rayn Enterprises
#502 - 2011-12-01 20:19:47 UTC
Scarlett Ninja wrote:
So basically you haven't altered your plans from the first dev blog when that **** Dev said that us "little guys" should just use Hi sec planets!

The high tax rates have nothing to do with profit margins, the profit margins will remain the same, it will be a % of the cost of production the same as it is now you ****

The tax rates in 0.0 and low sec are designed to **** off the larger corps and alliances who can afford to install and protect a POCO, so they blow up the high tax interbus one and install their own.

Obviously they will charge themselves nothing and anybody else will be charged whatever they think best, i would imagine same as it is at interbus, any higher and ppl will go elsewhere and there is no point charging less.

So we end up with a situation where the biggest blob around can manufacture PI items for nothing and the small independent players/corps are screwed.

I do.......erm...... did PI in 0.0 NPC space, and think after all the hassle that entails i had the same right to the resources as anybody else in those systems, it seems you at CCP think different.

Wasn't there a blog about making it easier for smaller corps or solo players to move to 0.0 and how it would be made harder for bigger alliances to gank those players so they could get established?

Please could CCP explain to me why you have deliberately stopped me, you fee paying customer with 3 acc, from accessing this game feature in favor of the huge alliances whom i think already have a monopoly of so many resources.



Scarlet ninja, I really like your name, but your argument there is completely pointless. They are not denying you access to the feature, they are just stopping you from making a 99% profit with no risk.

And as far as features that you do not have access to as a single player, sovereignty(it requires an alliance to hold.), Player owned station, pos and much more. All of these require corporation or alliance. Now you could be like some players who were recently evicted from Providence. And have your own corporation and alliance. Containing just you. But good luck not being pushed out. CCP is not denying you access to these features, other players are. This game is PVP/risk versus reward based. If you don't like it find a new game. Otherwise join the fun and move out from under the skirt of Concord.

That brings me to another point. Concord is a feature that only exists in high sec. {Sarcastic} That's not fair, I want to be able to pay Concord to defend my sov it would ensure I never lose it. {/Sarcastic}

Peich Prime
1st Airborne Division
#503 - 2011-12-01 20:19:48 UTC
[/quote]

Hey, I am NO CCP alt. !!! 11 Pirate

And please...
Think about it again!
A POCO costs like 150m ISK
Try to figure out how long it would have taken to get those 150m back with the old taxes. The answer is: years. (unless you have dozens of colonies on the same planet)

Maybe now there will be a new business:
POCO holder.
Any strong Lowsec or NullSec entity that is close to HighSec can operate and defend these things. PI-toons from HighSec will come there and pay taxes.
100% afk money. You just have to set an attractive tax rate and defend the POCO.[/quote]


Well It seems you're not very good at maths...

A POCO costs 255-275 Million each.

Actual prices from Amarr:

Custom Office gantry : 175M-195M
8x Broadcast Node 3M x 8 = 24 M
8x Recursive Computing Module 2.5M x 8 = 20 M
8x Self-harmonizing Power core 1.87M x8 = 14.96 M
8x Wetware Mainframe 2.5Mx8 = 20 M

1x POCO = 254.96-274.96M

Now say you use 6 planets to produce your goods... 254.96-274.96M x 6 = 1529.76M - 1649.76M

So if you are part of a small corporation you need like 3 month to amortize each one of the POCOS. 18 Month to amortize the whole set. And start to pray NOT to get your POCOs blown apart.

I think this is intended to make more people buy PLEX with real cash rather than using ISK... The PLEX prices rocketing through the roof and the ways to earn ISK going down the flush.... 2 + 2

Well I've just suspended my subscription in my second account. I'm not paying anymore for this.
Asmodes Reynolds
Rayn Enterprises
#504 - 2011-12-01 20:20:20 UTC
Mikron Alexarr wrote:
I'm somewhat discouraged to hear the response from Omen through someone besides Omen.

If the idea was to reduce profits, yeah... the new POCOs will get that done. Nothing has been done to address the fundamental problems with the feature, which I'm not surprised about. I've been thinking about it and my problem with it really boils down to this:

Previously, there were many people ninja PI'ing in low-sec. They were able to do this because their CO's were static. After that, it's just about avoiding the pirates. The market has adjusted to the supply available (both in terms of volume of goods demanded/required, and the pricing of said goods). The PI products are integrated into everything in eve these days, besides ships (sort of). This is basically caused by PI goods being used to manufacture and fuel the Player Owned Starbases and sovereignty structures in null sec. Towers are so strongly tied to the price of everything that by increasing the price of PI goods, you are increasing the prices of all goods on the market today (and that's assuming demand doesn't change.) With a new expansion coming out, more players (presumably, based on previous active player counts) will cause a general increase in demand of goods driving prices even higher and exacerbating the problem.

All that being said, my problem is not with the price as determined by the market. Eve's capitalist system ensures that goods sell for what they are worth (in general). By big issue is the availability of PI materials (and correspondingly the volume of produced goods and services). Even in the interim, when stockpiles will be used to supply the needs of Eve (this is also common at the expansion boundaries), this problem will not be apparent. Once the stockpiles are used up, we only have the flow of PI goods from tier 1 producers.

This is the other part of the problem. Because of how PI has been implemented, many of the producers that bring materials into the system are no longer producing or doing so in high-sec to avoid the mess that low-sec will be. This is the volume drop that will cause the corresponding price hikes. Forget the inflation going on with the lack of ISK sinks that I initially thought could cause problems.

TL;DR

The people against this change all have a piece of this explanation for why we're against it. I'm trying to look at the big picture here based on my experience with the Eve player base. This isn't healthy for the game, and if any of this doesn't look familiar to you, dev's, you need to take another hard look at how you're implementing this feature.


Mikron Alexarr, I half agree with you, it is going to drive the prices up substantially. However changes happen. The anomaly nerff had a similar effect. Making it more dangerous and less profitable. In line with what it should've been. Because any alliance with any sort of intelligence network that players within that alliance could just move systems and continue on doing making money. With the change all the systems that could you make you any money were now easily camped by one or two clocky ships, almost 23 seven. It affected a lot of people people complained about it. But ultimately it was important to balance the risk versus reward and make the game better. This change is no different people are rioting because of the import export tax being 17% that is a lot I will agree but it is necessary to balance the game properly. There is absolutely no risk in high sec to your PI. You're protected by Concord, and dust is not yet so there's no way to blow up the planet infrastructure. So explain to me what the risk was more than 98% profit margin. And I will gladly change sides of this argument but I just don't see the risk.


Rip Sword wrote:
Doesn't sound logical that a costums office gets a percentage of the value of the PI. To me they are providing a service of taking items to and from the planet for you. This fee should be based on volume M3 of the the Import and export. Going down is easier then going up so going up and charging more makes since. They had no part in working and making the product so taking a percentage of the value is not logical. If you import the PI from another source then your not stealing that planets resources and that planet's CO should not get a cut of the PI's value coming in either.


Are the duties on things you bring into the US from other countries based on their size? no. Are they based on what they are? yes and who decides the amount? the government? in this case the government either CCP or another player Corporation? I don't see your side of the argument please explain?
Scrapyard Bob
EVE University
Ivy League
#505 - 2011-12-01 20:22:26 UTC
The tariffs change nothing except that now you have to pay attention to them instead of just pretending that they don't exist. Items that were still profitable to make before the change, will be profitable to make after the change. People making unprofitable items on factory planets, should stop before they hurt themselves. For factory worlds, smart players will figure out whether it is better to buy P2 to make P3, or buy P1 and turn that into P3 on a single planet. (It usually is, because you skip an import/export tariff on the intermediate result.)

Players who do PI harvest planets producing P1 and P2 are still making ISK, they just have to pay a bit higher tax. But PI prices also went up a bit on speculation, so instead of making 1M ISK/day in hi-sec, they're now able to make closer to 1.5M ISK/day in a hi-sec harvest world. Which will draw others to the well, to setup their own PI harvest colonies, increasing supply, and driving costs back down a bit. Nothing changed for the new player doing PI harvest worlds in hi-sec. Their colonies still pay off on 7-10 days after which they're making that 1M ISK/day (even after paying the tariff).

The people most at risk are the lone-wolf operators who attempt to operate in lo-sec without making connections / friends. But until their planet's CO gets blown up, nothing changes for them except that now they have to include the tariffs in their calculation. Why panic before the CO gets blown up? Unless you were doing PI wrong, you paid for your colony within the first two weeks of planting it.

Most of the w-space folks that I've talked to are looking forward to having a 10% profit margin over what hi-sec players get, and if they can export P3 out of their w-space hole, they'll have a 20-30% market advantage over those who operate solely in hi-sec. In short, they're adapting, taking risks, and will reap the rewards. Good for them.
Mikron Alexarr
New Age Solutions
#506 - 2011-12-01 20:35:47 UTC
Asmodes Reynolds wrote:
Mikron Alexarr wrote:
I'm somewhat discouraged to hear the response from Omen through someone besides Omen.

If the idea was to reduce profits, yeah... the new POCOs will get that done. Nothing has been done to address the fundamental problems with the feature, which I'm not surprised about. I've been thinking about it and my problem with it really boils down to this:

Previously, there were many people ninja PI'ing in low-sec. They were able to do this because their CO's were static. After that, it's just about avoiding the pirates. The market has adjusted to the supply available (both in terms of volume of goods demanded/required, and the pricing of said goods). The PI products are integrated into everything in eve these days, besides ships (sort of). This is basically caused by PI goods being used to manufacture and fuel the Player Owned Starbases and sovereignty structures in null sec. Towers are so strongly tied to the price of everything that by increasing the price of PI goods, you are increasing the prices of all goods on the market today (and that's assuming demand doesn't change.) With a new expansion coming out, more players (presumably, based on previous active player counts) will cause a general increase in demand of goods driving prices even higher and exacerbating the problem.

All that being said, my problem is not with the price as determined by the market. Eve's capitalist system ensures that goods sell for what they are worth (in general). By big issue is the availability of PI materials (and correspondingly the volume of produced goods and services). Even in the interim, when stockpiles will be used to supply the needs of Eve (this is also common at the expansion boundaries), this problem will not be apparent. Once the stockpiles are used up, we only have the flow of PI goods from tier 1 producers.

This is the other part of the problem. Because of how PI has been implemented, many of the producers that bring materials into the system are no longer producing or doing so in high-sec to avoid the mess that low-sec will be. This is the volume drop that will cause the corresponding price hikes. Forget the inflation going on with the lack of ISK sinks that I initially thought could cause problems.

TL;DR

The people against this change all have a piece of this explanation for why we're against it. I'm trying to look at the big picture here based on my experience with the Eve player base. This isn't healthy for the game, and if any of this doesn't look familiar to you, dev's, you need to take another hard look at how you're implementing this feature.


Mikron Alexarr, I half agree with you, it is going to drive the prices up substantially. However changes happen. The anomaly nerff had a similar effect. Making it more dangerous and less profitable. In line with what it should've been. Because any alliance with any sort of intelligence network that players within that alliance could just move systems and continue on doing making money. With the change all the systems that could you make you any money were now easily camped by one or two clocky ships, almost 23 seven. It affected a lot of people people complained about it. But ultimately it was important to balance the risk versus reward and make the game better. This change is no different people are rioting because of the import export tax being 17% that is a lot I will agree but it is necessary to balance the game properly. There is absolutely no risk in high sec to your PI. You're protected by Concord, and dust is not yet so there's no way to blow up the planet infrastructure. So explain to me what the risk was more than 98% profit margin. And I will gladly change sides of this argument but I just don't see the risk.
...


The risk now has gone through the roof from the lone wolf's point of view in low sec. This will be a balance for high sec and null sec that I can agree should've happened sooner. However, the people doing low sec PI were a substantial part of the supply of the P1's that many people use. This increase is risk will cause producers to leave the market. The only thing I can see that would 'fix' the problem is if just as many producers reentered the market in low-sec. That way, you're not causing a huge imbalance with supply.

The fact is, corporations that can get together to 'do stuff', do not do PI (in general). It's mostly handled by alts. These alts and lone operators specifically will leave production and cause a severe supply shock. My concern is that the market simply will not be able to accommodate demand at a low enough price to not break other dependent industries.
Kassasis Dakkstromri
State War Academy
Caldari State
#507 - 2011-12-01 20:38:58 UTC
I'd like a shiny youtube video to help me understand it better plz? Roll


/popcorn

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Mikron Alexarr
New Age Solutions
#508 - 2011-12-01 20:40:41 UTC
Kassasis Dakkstromri wrote:
I'd like a shiny youtube video to help me understand it better plz? Roll


/popcorn


Damn it, where's my whiteboard when I need it X
millsy4606
State War Academy
Caldari State
#509 - 2011-12-01 20:42:59 UTC
good, leave it as it is! this weekend im smashing pocos and setting up my own, then im gonna flood the market with fuel blocks. Pays to be a pirate in low sec, teach you high sec carebears to actually leave your comfort zone and come play. Isk isnt free and easy and it shouldnt be!

Well done CCP!

high fives all round

o/*\o
pmchem
Brutor Tribe
Minmatar Republic
#510 - 2011-12-01 20:44:35 UTC
Dramaticus wrote:
CCP Guard wrote:
I come bearing news about tax rates from CCP Omen and Team Pi:

---

The higher PI taxes are deliberate.

Regards
CCP Omen on behalf of team Pi


You own this owns


yup, all my fives.

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

Calorn Marthor
Standard Fuel Company
#511 - 2011-12-01 20:48:36 UTC
Peich Prime wrote:


Well It seems you're not very good at maths...

A POCO costs 255-275 Million each.

Actual prices from Amarr:

Custom Office gantry : 175M-195M
8x Broadcast Node 3M x 8 = 24 M
8x Recursive Computing Module 2.5M x 8 = 20 M
8x Self-harmonizing Power core 1.87M x8 = 14.96 M
8x Wetware Mainframe 2.5Mx8 = 20 M

1x POCO = 254.96-274.96M

Now say you use 6 planets to produce your goods... 254.96-274.96M x 6 = 1529.76M - 1649.76M

So if you are part of a small corporation you need like 3 month to amortize each one of the POCOS. 18 Month to amortize the whole set. And start to pray NOT to get your POCOs blown apart.

I think this is intended to make more people buy PLEX with real cash rather than using ISK... The PLEX prices rocketing through the roof and the ways to earn ISK going down the flush.... 2 + 2

Well I've just suspended my subscription in my second account. I'm not paying anymore for this.


Oh, seems I used the prices from BEFORE the change. My fault. :-D
But anyway...

You must only take the 17% tax into account when you figure out when your POCOs pay off.
Not the rest.

And I am really impressed if you somehow generate 250+M with a single colony... I do like 70M per month (after taxes) and consider that good.

No, the solution for POCOs can only be multiple colonies of different players on the same planet.

ZaBob
The Scope
Gallente Federation
#512 - 2011-12-01 20:55:55 UTC  |  Edited by: ZaBob
CCP Nullarbor wrote:
Our apologies for not being more prompt with this message, the base prices were changed late in the piece after reviewing a lot of feedback. Still, the information is available now and we are happy with the current course so it is in your hands to see what you can do with it.


The good part of this is that there's a better chance than otherwise that CO's that get destroyed will actually be replaced. That was one of my concerns I expressed early on, and it looks like you addressed it -- but opposite the way I would have suggested (make it less expensive and difficult to put up/replace a destroyed CO).

It also gives CO owners a better incentive to allow others to use the planet.

Overall, you've taken the high-risk / maybe-high-reward path. Since we're all just passengers on this universe-ship, I hope your gamble pays off.

One other thing I'd like to mention is that this completely changes the equation for single-planet vs multi-planet production, at least if you don't control the CO. I don't think doing single-planet production is a good thing; there's going to be less interaction. It's a lower-output, but also lower interaction strategy, and it's feasible to just launch your final output to space, removing just about all risk. I don't think this fits with your goals.

It would help some if it were a Value Added Tax, rather than a straight current-value tax. But that by itself wouldn't be enough, nor as strictly defined, even possible. I'd have to think about that some more.

But basically, my opinion remains that while there's a good idea here, you rushed it out, without taking enough time to think it through, manage risk, and communicate with your player base.

I think you could have done a MUCH better job with this, releasing it in the Summer expansion.
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#513 - 2011-12-01 20:55:58 UTC  |  Edited by: Hakaru Ishiwara
Asmodes Reynolds wrote:
... There is absolutely no risk in high sec to your PI. You're protected by Concord, and dust is not yet so there's no way to blow up the planet infrastructure. So explain to me what the risk was more than 98% profit margin. And I will gladly change sides of this argument but I just don't see the risk.
...


Not true. There is *always* risk present in high-sec, despite the false sense of security offered by Concordokken.

High-sec ganks on haulers are fairly common. With PI goods increasing tremendously in value, you can bet that those scanning your ship's contents will strongly consider pulling the trigger on their T1 ship suicide squad if they see high-value PI goods.

Furthermore, any player can "PvP" on a given planet by placing extractors on top of yours, seriously screwing with your extraction rates. As far as I am aware, that is a legitimate griefing tactic.

EDIT: CCP, what the **** is up with your forum engine? I do a relatively simple quote on a previous post, insert a modest URL to a legitimate web site and your forum engine takes a dump on the BBCODE?

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Illectroculus Defined
Caldari Provisions
Caldari State
#514 - 2011-12-01 20:58:03 UTC
It may not have been well communicated but I'd know about the revalued commodities for the pas week, and I was on holiday, barely logging in to eve. These levels of taxation are needed to make pi a viable part of the sov game and many players had been arguing for them for a while. Right now hi-sec producers have lower taxes than anyone using interbus customs
Offices. Yo're not getting singled out, everyone is playing by the same rules and that means prices will adjust to a new mean when the supply and demand settle.
ZaBob
The Scope
Gallente Federation
#515 - 2011-12-01 20:58:25 UTC
millsy4606 wrote:
good, leave it as it is! this weekend im smashing pocos and setting up my own, then im gonna flood the market with fuel blocks. Pays to be a pirate in low sec, teach you high sec carebears to actually leave your comfort zone and come play. Isk isnt free and easy and it shouldnt be!

Well done CCP!

high fives all round

o/*\o


Have you tried it yet? Have fun with that. Please come back and let us know how many you manage. And how much fun you found it.

Seriously -- I'm both skeptical AND interested in your experience.
Mikron Alexarr
New Age Solutions
#516 - 2011-12-01 21:01:44 UTC  |  Edited by: Mikron Alexarr
Illectroculus Defined wrote:
It may not have been well communicated but I'd know about the revalued commodities for the pas week, and I was on holiday, barely logging in to eve. These levels of taxation are needed to make pi a viable part of the sov game and many players had been arguing for them for a while. Right now hi-sec producers have lower taxes than anyone using interbus customs
Offices. Yo're not getting singled out, everyone is playing by the same rules and that means prices will adjust to a new mean when the supply and demand settle.


That settling process is going to have some fairly painful collateral damage associated with it. But what can one do? I suppose if CCP is dead set on plowing through with an ill thought-out plan, there's nothing we can say to stop them.
ZaBob
The Scope
Gallente Federation
#517 - 2011-12-01 21:05:44 UTC
Calorn Marthor wrote:

No, the solution for POCOs can only be multiple colonies of different players on the same planet.



I wonder what the average # of colonies per losec planet is now. And what it will be.

My experience is it's around 1.5 or so, but that may be biased by where I've done most of my losec PI, rather far from the security of hisec. It's also absurdly difficulty to observe other player's colonies, especially on large gas planets. It helps to scan for resources and set the settings to turn the entire planet white, but even then, it's a lot of work and you can miss operations and not realize it.

If you want more interaction -- make it easier to actually observe!
ZaBob
The Scope
Gallente Federation
#518 - 2011-12-01 21:08:58 UTC
pmchem wrote:
Dramaticus wrote:
CCP Guard wrote:
I come bearing news about tax rates from CCP Omen and Team Pi:

---

The higher PI taxes are deliberate.

Regards
CCP Omen on behalf of team Pi


You own this owns


yup, all my fives.

Does this mean that Goonswarm will be moving to take over after all? Is this enough ISK for you to spend time shooting-at-things-that-don't-shoot-back?

To give your proper due, I do think this probably is an improvement. It's certainly an interesting gamble, at the least.
millsy4606
State War Academy
Caldari State
#519 - 2011-12-01 21:09:18 UTC
ZaBob wrote:
millsy4606 wrote:
good, leave it as it is! this weekend im smashing pocos and setting up my own, then im gonna flood the market with fuel blocks. Pays to be a pirate in low sec, teach you high sec carebears to actually leave your comfort zone and come play. Isk isnt free and easy and it shouldnt be!

Well done CCP!

high fives all round

o/*\o


Have you tried it yet? Have fun with that. Please come back and let us know how many you manage. And how much fun you found it.

Seriously -- I'm both skeptical AND interested in your experience.



tried which part? fuel block making? or PI?

in PI i run 5 planets all from p1 up to p3, fule blocks not yet, there in the oven for ME, but all parts are in hangar waiting to be made, BP for the poco already have just need to build then make the space (kill dirty interbus ones) good thing about a corp theres people that help attack/defend you didnt think i was gonna do this on my your own did you?
Mikron Alexarr
New Age Solutions
#520 - 2011-12-01 21:09:26 UTC
ZaBob wrote:
Calorn Marthor wrote:

No, the solution for POCOs can only be multiple colonies of different players on the same planet.



I wonder what the average # of colonies per losec planet is now. And what it will be.

My experience is it's around 1.5 or so, but that may be biased by where I've done most of my losec PI, rather far from the security of hisec. It's also absurdly difficulty to observe other player's colonies, especially on large gas planets. It helps to scan for resources and set the settings to turn the entire planet white, but even then, it's a lot of work and you can miss operations and not realize it.

If you want more interaction -- make it easier to actually observe!


+1 to this.

Enhancing the PI interface is sorely needed. I want to be able to drag multiple nodes around so I don't have to move EACH INDIVIDUAL NODE when I really just want to extract from a large area for a specified duration. That's just one example of something that could be done to significantly reduce PI's pain. (Other issues aside)