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How does CCP take control of in- and deflation?

Adunh Slavy
#81 - 2014-06-28 17:49:59 UTC
Tippia wrote:

Yes, but once that single demand is fulfilled, it is also over. I wouldn't call it unlimited for the simple reason that, once you have that ship, you have no need for a second one. Your demand for that ship (and its fittings) is now zero, and will never increase. Sure, you could formulate a second (very similar) goal and build a different ship, but that's still a one-time deal. Before long, you run out of ships to pimp.

And this is why I say the fallacy is constrained, there are only so many things to do with our wealth in Eve. But we still have an unlimited demand, despite there being only so many toys to play with. We are more than happy to collect more ISK and other forms of wealth that collect dust in our hangars.

At some point, for many, that does lead to what you say below. The fact that players need new goals, points to unlimited demand.

Tippia wrote:

It's not a matter of “fun” but of simple one-time fulfilment of a goal. Those other games actually suffer from the exact same problem, which is why their devs need to constantly produce more new stuff for people to grind towards, or new maps or higher scores and unlockables. That's where their demand comes from. They keep moving the goal-posts. EVE went with the route of (largely player-created) destruction instead, and cluster-bombs the entire pitch — if you survive, you'll have to glue together the splinters into a goal before trying to score again

And if they do not move the goal posts fast enough, people find new games. I would suggest Eve needs some additional goal posts as well. The game is rather top heavy with wealth. Some of that wealth needs to be consumed, in fuel for ships, vanity shiny stuff that will get blown up (made from in-game resources and not just CCP externalized monitization) more deployables, civilians and ship crews that eat food and want to be paid (teams is a decent step), mining claims. Eve needs more resource sinks, not just banal ISK sinks.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Unezka Turigahl
Det Som Engang Var
#82 - 2014-06-28 22:33:39 UTC
polly papercut wrote:
I personally have gone from 4 accounts to 2 as a direct result of higher plex prices.

Ditto. I make my ISK off of exploration goods which have gone down in value, to purchase PLEX which have gone up in value. Double whammy of a hurt on my wallet. I didn't really have much need for account #3 and 4, it just gave me something to do with all the ISK spewing out of me arse. Wouldn't be surprised if a good number of people were doing the same and are cutting back with the increasing PLEX prices.

I still make enough ISK in my casual play to end up with a surplus stash of PLEX though, so it will be a while before I would stop playing all together or start paying in USD. Likely even longer still for people who play the game every day or are into passive forms of ISK generation which I haven't been arsed to do. People seem to think PLEX can't possibly go beyond 800mil. I'm not so sure. 1bil each would probably be my breaking point. And there are a lot of people who play a lot more than I, and play a lot smarter as well. So maybe we'll catch up with the Chinese server.

It seems industry activity will become a larger ISK sink next patch. With taxes even at the POS. Refinery changes maybe increase mineral value. Both together increase price of goods across the board. Might slow increase in PLEX price a little?
Nevyn Auscent
Broke Sauce
#83 - 2014-06-29 02:07:56 UTC
Equal odds the Null increase in minerals per unit of ore will decrease the mineral market. While possibly increasing the ore market.
Even in High Sec it is now possible to get fractionally more Minerals per unit of ore than you used to get, assuming you are set up properly and dealing in a large enough scale to make it economic. (Or running a POS because you can, and it's fun)

Industry will become a bigger Isk sink, that's for certain though, with instillation costs (Not taxes, don't think of them like that). Which may or may not increase T1 prices across the board. Based on the above uncertainty as well as how big those costs end up being for the main builders.
T2 Costs are going to drop to counter that however since Invention will now have positive ME values so about 30% waste will suddenly vanish from the T2 market, as well as a significant decrease in copy slots needed now with the change to how invention affects the T1 BPC you started from.

Basically, it's a bit of a long shot to try and predict the over all effects on the market of the Industry changes because most of it depends on how players use it, do they all cluster into a few systems accepting high costs and use teams in large quantities to offset it all, or do they go for spreading out, using POS's with ME discounts at very low costs due to spread, but hard to get hold of the team you want.
Mass Doe
The Scope
Gallente Federation
#84 - 2014-06-29 12:16:06 UTC
It is difficult to compare RL monetary policy with Eve. Additionally, inflation means an increase in the amount of money in an economy ABOVE what would normally be available due to supply and demand for said money. In RL this is due to inflationary lending by central banks while operating without a hard currency standard. IF the demand for money increases and causes the supply of money to also increase this is not inflation.

Rising prices is NOT inflation, however if a currency is devalued through inflation they can appear to rise but this is just your currency being devalued.

A huge part of a RL Economy revolves around risk. This is integral to your trying to compare eve money mechanics with RL. While Eve simulates risk, there actually is no risk. I.e. I can loose all my isk in a bad deal and i dont loose my RL assets. Therefore decisions are made differently in a game.

If a central bank makes a loan with money it does not have, that causes inflation. No such mechanic exists in eve. Eve is player supply and demand driven, the perfect free market simulation. Almost anyway.