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Should everything be better in Null-sec?

Author
baltec1
Bat Country
Pandemic Horde
#41 - 2014-04-23 00:43:13 UTC
Mr Epeen wrote:
Anybody ever bother to look at a map?

Null has way more security than high sec according to the big red kill overlays.

Just sayin'

Mr Epeen Cool


The map lies.

high sec has a much bigger population in a smaller area than null yet null sees millions more ships killed.
Kaarous Aldurald
Black Hydra Consortium.
#42 - 2014-04-23 00:43:15 UTC
baltec1 wrote:
Lido Seahawk wrote:
Organic Lager wrote:


We out source most of our production to mexico and china to avoid expensive inefficient industry practices such as high taxes and pesky workers rights.

If we translate this to eve it should be more efficient and cost effective to manufacture goods in null then high sec.



Ok, good metaphor. However, all the stuff and technologies that are made for cheap in Mexico, are developed here in the US. So using your analogy, inventions and research should should be easier/ cheaper in high-sec. Right?



Gonna invoke godwins law.

Britain was bombed to **** yet led the way in technology on the allies side. Germany was leveled yet led everyone in new tech right till the end.


Bletchley Park always fascinated me.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

EI Digin
irc.zulusquad.org
#43 - 2014-04-23 00:46:21 UTC
Well that depends on what you mean by the terms "everything" and "better".
Tauranon
Weeesearch
CAStabouts
#44 - 2014-04-23 01:00:03 UTC  |  Edited by: Tauranon
baltec1 wrote:
Mr Epeen wrote:
Anybody ever bother to look at a map?

Null has way more security than high sec according to the big red kill overlays.

Just sayin'

Mr Epeen Cool


The map lies.

high sec has a much bigger population in a smaller area than null yet null sees millions more ships killed.


The main stat-lie with highsec is that most days, the largest loss systems are all newbie systems, and the ships being lost are all agent supplied. As an unrepententant PVE focused player, I have killed I think 12 other player ships since I've been out here and a few pods. In years in highsec i killed nothing.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#45 - 2014-04-23 01:07:40 UTC
Tauranon wrote:
The main stat-lie with highsec is that most days, the largest loss systems are all newbie systems, and the ships being lost are all agent supplied. As an unrepententant PVE focused player, I have killed I think 12 other player ships since I've been out here and a few pods. In years in highsec i killed nothing.


Yeah, the map shows all losses, not only pvp losses. A loss to an NPC also shows in the map under the same statistics.

Couster for example, is a regular hotspot for loss, but it's not happening through pvp.
baltec1
Bat Country
Pandemic Horde
#46 - 2014-04-23 01:11:36 UTC
Scipio Artelius wrote:
Tauranon wrote:
The main stat-lie with highsec is that most days, the largest loss systems are all newbie systems, and the ships being lost are all agent supplied. As an unrepententant PVE focused player, I have killed I think 12 other player ships since I've been out here and a few pods. In years in highsec i killed nothing.


Yeah, the map shows all losses, not only pvp losses. A loss to an NPC also shows in the map under the same statistics.

Couster for example, is a regular hotspot for loss, but it's not happening through pvp.


Also lets not forget the forever war that is red vs blue.
Osi Anneto
Valiant Variant
#47 - 2014-04-23 01:16:19 UTC
Null is safer if you avoid people which is a lot easier to do. The rewards suck though (in exploration at least)
Nevyn Auscent
Broke Sauce
#48 - 2014-04-23 03:01:37 UTC  |  Edited by: Nevyn Auscent
The short answer is 'No'
The reason is because of the multiplicative effect of rewards. Lets look at in terms of ships which people understand. If every single module on your ship, and your base ship is 5% better, the end result is not a ship that is 5% better but a ship that is factors better.

However, overall each entire profession (Roughly speaking) should be more attractive overall. Risk vs Reward does apply, but you can't claim it on a penny counting scale without breaking the system long term. Especially since risk vs reward can not actually be properly quantified nor is it a linear scale per CCP's announced design but an exponential scale. (I.E. Double risk != double reward).

What this means is that overall an Industrialist should be able to make more profit (or at least more product as Null industrialists may measure profit in terms of helping the alliance partly also) in the same time in Null compared to high. But this does not mean that every single aspect needs to be better. If Null production lines are 10% faster for example, but cost 10% more per hour. This means that per ship made they cost the same because the lines are faster, but over a month the Industrialist makes 10% more ships so gets 10% more profit. Overall they actually make more, but they don't need the lines to be cheaper as well to achieve this extra profit.

If the lines are cheaper however, that creates a multiplicative effect where they make 110%*110% which goes to 121%. If we then have another 5 110% factors, that multiplicative effect starts to get to really serious size. The larger the percentage difference, the faster the multiplicative effect becomes serious. So, it's ok for certain things in Null to be 'worse' or equal to high sec, as long as the overall profession gains advantages.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#49 - 2014-04-23 03:09:43 UTC  |  Edited by: Scipio Artelius
Nevyn Auscent wrote:
If Null production lines are 10% faster for example, but cost 10% more per hour. This means that per ship made they cost the same because the lines are faster, but over a month the Industrialist makes 10% more ships so gets 10% more profit. Overall they actually make more, but they don't need the lines to be cheaper as well to achieve this extra profit.

If the lines are cheaper however, that creates a multiplicative effect where they make 110%*110% which goes to 121%. If we then have another 5 110% factors, that multiplicative effect starts to get to really serious size. The larger the percentage difference, the faster the multiplicative effect becomes serious. So, it's ok for certain things in Null to be 'worse' or equal to high sec, as long as the overall profession gains advantages.


But if you take your 121 and add 1, then divide by 11 and add 31 and minus 0.0909[repeat], the answer is 42, which I think is correct.

/Sorry. I just find these kinds of hypotheticals to be of little value in the general discussion. They can be imagined to support any point any of us want to put across.
Shederov Blood
Deadly Viper Kitten Mitten Sewing Company
#50 - 2014-04-23 03:19:45 UTC  |  Edited by: Shederov Blood
Keep trying Scipio P

Got it at last! (or minus one eleventh. or multiply by 462 and divide by 463)

Who put the goat in there?

Tauranon
Weeesearch
CAStabouts
#51 - 2014-04-23 03:20:50 UTC  |  Edited by: Tauranon
Nevyn Auscent wrote:
The short answer is 'No'
The reason is because of the multiplicative effect of rewards. Lets look at in terms of ships which people understand. If every single module on your ship, and your base ship is 5% better, the end result is not a ship that is 5% better but a ship that is factors better.

However, overall each entire profession (Roughly speaking) should be more attractive overall. Risk vs Reward does apply, but you can't claim it on a penny counting scale without breaking the system long term. Especially since risk vs reward can not actually be properly quantified nor is it a linear scale per CCP's announced design but an exponential scale. (I.E. Double risk != double reward).

What this means is that overall an Industrialist should be able to make more profit (or at least more product as Null industrialists may measure profit in terms of helping the alliance partly also) in the same time in Null compared to high. But this does not mean that every single aspect needs to be better. If Null production lines are 10% faster for example, but cost 10% more per hour. This means that per ship made they cost the same because the lines are faster, but over a month the Industrialist makes 10% more ships so gets 10% more profit. Overall they actually make more, but they don't need the lines to be cheaper as well to achieve this extra profit.



I don't think you understand the marginal effect of cost changes on objects with moderate profit margins (like space ship hulls).

A reduction in 1% of the build cost of an object that has a margin of 10% is a ~10% increase in profit. ie if the line cost you are thinking about is 1% of the build cost, then it completely cancels out a 10% increase in speed, -but- I would still have to purchase and cart 10% more materials and completed items, hold 10% more production and completed item inventory and find 10% more buyers, making it a less profitable exercise, and you are still not factoring that null is further away from volume markets and thus all carting costs more even at the same volume.

Whatever it is you are thinking, if it involves raising the base cost to build something for more speed, it probably isn't going to work unless the speed leverage is extremely large (ie a pos have 0.65 multipliers for some jobs, for a reason).
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#52 - 2014-04-23 03:22:23 UTC  |  Edited by: Scipio Artelius
Shederov Blood wrote:
Keep trying Scipio P

It was 43.2 before your edit, now it's 42.0909...


OopsOopsOops Damn, my math is bad today. Who'd of thunk I did so well in it at uni so many years ago. Should use a calculator in future. Second edit coming.

Must be why I stick to chemistry these days. A bit of this, 2 bits of that and a splash of this stuff. Usually works out ok.
Nevyn Auscent
Broke Sauce
#53 - 2014-04-23 04:19:03 UTC
Tauranon wrote:


I don't think you understand the marginal effect of cost changes on objects with moderate profit margins (like space ship hulls).

A reduction in 1% of the build cost of an object that has a margin of 10% is a ~10% increase in profit. ie if the line cost you are thinking about is 1% of the build cost, then it completely cancels out a 10% increase in speed, -but- I would still have to purchase and cart 10% more materials and completed items, hold 10% more production and completed item inventory and find 10% more buyers, making it a less profitable exercise, and you are still not factoring that null is further away from volume markets and thus all carting costs more even at the same volume.

Whatever it is you are thinking, if it involves raising the base cost to build something for more speed, it probably isn't going to work unless the speed leverage is extremely large (ie a pos have 0.65 multipliers for some jobs, for a reason).

I understand profit margins perfectly. I just didn't word the example perfectly however the example is still entirely valid to illustrate the multiplying effect that occurs if every aspect is better, as well as how one aspect can even be worse while the entire profession still has an advantage.
Asia Leigh
Kenshin.
Fraternity.
#54 - 2014-04-23 04:32:04 UTC
And now something I'm going to agree with Ripard-Teg on now... What's coming over me today :P

But essentially, greater risk should bring greater reward, less risk should equal less reward. Don't know why anyone would argue that point.

With that being said though I believe that null sec is fine and so is high sec. Low sec could use some love though.
Apply the damn rules equally >.>
Seraph Essael
Air
The Initiative.
#55 - 2014-04-23 04:36:25 UTC  |  Edited by: Seraph Essael
Risk is relative... For example a Goonswarm ratting in his ship in the deep reaches of Goonswarm space is a lot safer than an enemy of the Goons ratting in the deep reaches of Goonswarm space, no? (Just using Goons as an example here...)

Quoted from Doc Fury: "Concerned citizens: Doc seldom plays EVE on the weekends during spring and summer, so you will always be on your own for a couple days a week. Doc spends that time collecting kittens for the on-going sacrifices, engaging in reckless outdoor activities, and speaking in the 3rd person."

Chinwe Rhei
Syn Interstellar
#56 - 2014-04-23 04:45:30 UTC
No, when people talk about high-sec safety they implicitly speak as if all of highsec was in the starter corporations. But running your own corporation in highsec is pretty high on the risk/reward scale, especially if you're focusing on the industrial side.
In my opinion it would be perfectly fine in game balance terms if say highsec moons were given unique moon goo that was found nowhere else for example.

The real risk/reward disbalance in EvE is between combat ships with tank. mobility and firepower who double as isk printers in combat sites/incursions/missions on the one hand, and paper thin no gun industrial ships who require a battleship escort (or Concord) to even be worth taking out of a hangar.
Rule of thumb guys, if you have guns you're not taking much risks, shut up.

Nullsec is not the endgame of EvE and shouldn't be treated as such. There's just an overabundance of nullsec players in the CSM and among devs that tends to derail the game in a certain direction.
Tauranon
Weeesearch
CAStabouts
#57 - 2014-04-23 05:05:35 UTC
Nevyn Auscent wrote:
Tauranon wrote:


I don't think you understand the marginal effect of cost changes on objects with moderate profit margins (like space ship hulls).

A reduction in 1% of the build cost of an object that has a margin of 10% is a ~10% increase in profit. ie if the line cost you are thinking about is 1% of the build cost, then it completely cancels out a 10% increase in speed, -but- I would still have to purchase and cart 10% more materials and completed items, hold 10% more production and completed item inventory and find 10% more buyers, making it a less profitable exercise, and you are still not factoring that null is further away from volume markets and thus all carting costs more even at the same volume.

Whatever it is you are thinking, if it involves raising the base cost to build something for more speed, it probably isn't going to work unless the speed leverage is extremely large (ie a pos have 0.65 multipliers for some jobs, for a reason).

I understand profit margins perfectly. I just didn't word the example perfectly however the example is still entirely valid to illustrate the multiplying effect that occurs if every aspect is better, as well as how one aspect can even be worse while the entire profession still has an advantage.


How exactly did you put an example up with less profit by any real measure then ?

Seriously the last thing I want to do is buy 10% more minerals for the same absolute profit. Increasing the order size actually (due to finite supplier sizes, and other participants not allowing you to build everything), actually causes on average your orders to take more than 10% longer to fill, and you have 10% more stuff to cart, and 10% more buyers to find, and will likely close up the margins in the category you are in.
Lido Seahawk
Pator Tech School
Minmatar Republic
#58 - 2014-04-23 06:45:18 UTC
Asia Leigh wrote:


But essentially, greater risk should bring greater reward, less risk should equal less reward. Don't know why anyone would argue that point.



I don't think anyone is arguing that point. Its not really the point of the question, though. The question is whether low risk areas are more valuable to Eve as a whole than high sec areas. I mean, EVERYTHING means, well, everything!

Lets put it this way. You own a big corporate bank. You invest in big, high risk start up projects. Lots of risk, but you fly around in private jets and date super models. \o/

The guys who mop your floors and clean your bathrooms don't do any of that. They show up, punch the clock, and go home at the same time every day. Not much risk, not much reward. Sucks to be them.

However, how much business does your bank get if your bathrooms are always dirty and your floors look like shat? Eh?

So maybe you give the janitors get something the jet set executives don't get, like a defined benefit plan, or snazzy uniforms, or an extra week of vacation. It doesn't have to be much, but there is no reason you can't set aside something special for them, right? Unless you're willing to accept a high turnover rate for that part of the business. But then, if you're constantly retraining and rehiring for that position, your bottom line isn't quite as groovy as it could be, right?

Maybe its a clumsy metaphor, but the point remains. The null-sec crowd are way cooler and get to date cheerleaders. Good for them! Can't the high-sec geeks at least get to edit the school paper? No one reads it anyway........P

May I have your stuff?

Winchester Steele
#59 - 2014-04-23 07:02:33 UTC  |  Edited by: Winchester Steele
Lido Seahawk wrote:
KuroVolt wrote:
Thats...Thats not what he said. Straight


It is what he said. Read the comments section.


You couldn't pay me to give that ******** blog a hit. **** that clown.

...

March rabbit
Aliastra
Gallente Federation
#60 - 2014-04-23 07:06:11 UTC
Lido Seahawk wrote:


So, I ask, is Jester right? Should EVERYTHING be better in null-sec than high-sec?


you can't change the players

so he is wrong: not everything can be made better there Cool

The Mittani: "the inappropriate drunked joke"