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Player Features and Ideas Discussion

 
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ISK SINKS WE NEED - Post your ideas here.

First post
Author
Donnachadh
United Allegiance of Undesirables
#61 - 2014-11-23 02:06:45 UTC
afkalt wrote:
I don't buy inflation hurting newbies.

All the NPC drops, exploration junk, minerals spike....big deal their relative income is the same.

It only actually hurts direct isk injection: bounties (and WH buy orders).

And I believe you are ignoring the realities of the situation.
It is true that the income of salvaged materials fluctuates with the market, however these items account for about 1/4 of the income from a level 1 or 2 mission and go up to about half of the income for a level 4. The actual pay, bonuses and bounties paid have remained virtually the same for the past few years. Overall these factors combine to affect the new players the most, while the older players that can run the higher level missions are not affected as badly.
Anhenka
Native Freshfood
Minmatar Republic
#62 - 2014-11-23 02:22:15 UTC  |  Edited by: Anhenka
Donnachadh wrote:
OK first the admission that I have not read every post in this topic I read about half of them so this may be a little off base.

Many of the things I read here would hurt our newest players the most. ideas like
No insurance
Fees to dock
Fees to keep your ship docked
Fees for using the NPC jump gates
Reduced incomes from missions etc
and the list goes on

Perhaps we need to look into nul sec first and foremost then tricked down(up) to high sec.
The large nul blocks with their monopolies on several of the materials critical to building everything but the simplest of ships and modules probably have far more influence on the markets than all of the high sec players combined. After all most high sec players have to pay what is asked, or simply not buy what they want.

The potential problems we have with the game economy are many and varied in both sources and affects and no one single idea will solve them especially if those ideas hit any one segment of the game harder than they do all others. I am not sure what the answers are but I do know what they answers cannot be. We cannot try to remedy this by putting all of the burdens onto high sec, just as we cannot remedy it by putting all of the burdens onto those in nul.

The only group of players that needs/deserves special care and attention in all of this are the newest players in our midst as they are always the ones hardest hit by changes like these.


A: Moon minerals introduce no money into the EVE economy. It's all just money trading hands between players, and the associated transactions fees associated with it. In that it functions as a slight sink, through market transactions, invention and copy costs, production lines required to make t2 items, etc. Faction mods and deadspace mods from nullsec? They create NO isk. The only things in nullsec that actually PRODUCE isk is the guys on the bottom ratting and the rare soul running missions in NPC space.

I guess if you are concerned with nullsec's "influence" over the market that might be a semi-genuine concern, but ever since the heavy anomaly spawning/contents over the past few years, the vast majority of Nullsec is fairly useless for making money. Fighting over moons and the relatively few pockets of usable space are the few things keeping nullsec on the right side of borderline inhabitable, especially post-Phoebe.

Just take a look at a poor security space region to see the activity level of poor space.
http://evemaps.dotlan.net/map/Great_Wildlands#kills24

A few years ago Nullsec was a place where you could generate high level anomalies for line members anywhere you wanted in sov space and move stuff in and out with ease. Then they restricted decent anom generation to only systems with excellent security levels. Then they nerfed the anoms themself, so that all decent sites spawned a number of elite scrambler frigs and fewer BS's to make it more dangerous adn less profitable to run them. Then they nerfed jump drives and added jump fatigue so that moving supplies in and out of nullsec, especially deep nullsec is now an extremely difficult procedure. Don't forget allowing all POS's to compress ore, previously an activity occupied by the use of the Rorqual in nullsec and WH's.

All while doing things like adding incursions, adding marauders for even better highsec mission running, compression arrays, better ships for hauling stuff around highsec (Bowhead), mining barge changes, clone tags for lowsec dwellers, and other QoL changes for high/lowsec.

So when I say that of all the things that might be worrisome in this game, that nullsec "controls a majority of the moon goo market" (A majority, but there are a lot of lowsec moons as well), is honestly very very low on the list of problems.

Nullsec has become steadily more and more difficult to make a full time living in over the past few years without resorting to isk making highsec alts. Maybe for once it's time for highsec to pitch in a bit and get hit with an income nerf bat if excessive system wide isk flow is really an issue.


*end rant* I just get tired of people constantly acting like nullsec is all roses and sunshine and that if any sacrifices must be made nullsec should make them, when we have steadily been getting into a worse and worse spot for people who live in nullsec and make their money there for years.
afkalt
Republic Military School
Minmatar Republic
#63 - 2014-11-23 08:57:03 UTC  |  Edited by: afkalt
Donnachadh wrote:
afkalt wrote:
I don't buy inflation hurting newbies.

All the NPC drops, exploration junk, minerals spike....big deal their relative income is the same.

It only actually hurts direct isk injection: bounties (and WH buy orders).

And I believe you are ignoring the realities of the situation.
It is true that the income of salvaged materials fluctuates with the market, however these items account for about 1/4 of the income from a level 1 or 2 mission and go up to about half of the income for a level 4. The actual pay, bonuses and bounties paid have remained virtually the same for the past few years. Overall these factors combine to affect the new players the most, while the older players that can run the higher level missions are not affected as badly.


Missioning isn't the only way to make isk in the game....

In fact it's a crap way for newbies to make isk even today.


And the big chunk of mission income is LP items which are....*gasp* inflation linked.
Mharius Skjem
Guardians of the Underworld
#64 - 2014-11-23 09:14:03 UTC
Gadget Helmsdottir wrote:
elitatwo wrote:
Gadget Helmsdottir wrote:
I've been thinking about this for a bit.


You shouldn't have..

Gadget Helmsdottir wrote:

With the soon-to-be loss of med-clone upgrades as a sink, something should at least replace it...


Why?


/shrug
One of the problems in academia. I can't help but to think about things Smile

As for why the replacement. This is the purpose of this thread, right?

Maybe the Economy will survive quite well without that extra sink, maybe it won't.
Doesn't hurt to have a few ideas in mind should rampant inflation become a problem.
It's nice to be proactive. Thought costs us nothing. I'd rather have a few unneeded ideas in the works rather than discover EvE has become space Zimbabwe.

--Gadget


Eve has already become space Zimbabwe. I remember when battleships started at 55million. You try getting one for that price now.

Meanwhile mission runners haven't seen a single is increase in mission rewards or npc bounty payouts.

Mission runners are paying for the pvp of nullsec.

A recovering btter vet,  with a fresh toon and a determination to like everything that CCP does to Eve...

Don't take me too seriously though, I like to tease a bit on the forums, but that's only because I love you...

Enya Sparhawk
Black Tea and Talons
#65 - 2014-11-23 10:26:44 UTC
Hahaha...

Just make ship insurance a player owned business...

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#66 - 2014-11-23 12:55:48 UTC
How about giant black holes randomly appearing around null formed from dark bank matter that suck isk directly from peoples wallets when they reach the recession eveny horizon?
Mag's
Azn Empire
#67 - 2014-11-23 13:02:16 UTC
I'd be fine with removing insurance. Seems this one change would be a good thing overall.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Anthar Thebess
#68 - 2014-11-23 13:33:16 UTC
Removing Insurance is not real isk sink.
It is just a way to remove one of the many ISK is flowing into the system.

ISK sink is a place where for isk you get something.
The best example are the missions and the LP points.

For example you buy from LP store BPC for a ship.
You not only have to have enough LP points but also ISK that is part of the payment , and as you give this isk to NPC corp, it is removed from the game.

Next example is the SOV bill , all isk you pay to concord is removed from the system.

That is the goal, create or boost ISK sinks.
Mag's
Azn Empire
#69 - 2014-11-23 13:37:36 UTC
Anthar Thebess wrote:
Removing Insurance is not real isk sink.
It is just a way to remove one of the many ISK is flowing into the system.
It removes a faucet, therefore reducing the need for more sinks. The end result is the same.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Anthar Thebess
#70 - 2014-11-23 19:35:27 UTC
Mag's wrote:
Anthar Thebess wrote:
Removing Insurance is not real isk sink.
It is just a way to remove one of the many ISK is flowing into the system.
It removes a faucet, therefore reducing the need for more sinks. The end result is the same.


I don't agree.
It is better to create new ways to spend this isk on stuff bought from NPC corps, and increase the SOV bill.




Anhenka
Native Freshfood
Minmatar Republic
#71 - 2014-11-23 20:19:05 UTC
Anthar Thebess wrote:
Mag's wrote:
Anthar Thebess wrote:
Removing Insurance is not real isk sink.
It is just a way to remove one of the many ISK is flowing into the system.
It removes a faucet, therefore reducing the need for more sinks. The end result is the same.


I don't agree.
It is better to create new ways to spend this isk on stuff bought from NPC corps, and increase the SOV bill.



Except that CCP has already stated that they would eventually like everything to be sourced from players, not NPC orders.

They are also aware with the issues with nullsec and Sov. Dont hold your breath for any nullsec changes to reduce the moderate amount of money coming out of null. (moongoo is not money, it is a commodity, and the trading/use of this commodity removes isk from the system) Actual nullsec isk production in the form of bounties has been heavily nerfed several times over the past few years.

If you want to whack an isk faucet, the Isk/LP ratio from missions and incursions needs to skew far further towards the LP side, as LP transactions remove isk.
FT Diomedes
The Graduates
#72 - 2014-11-23 20:47:54 UTC
Anhenka wrote:

If you want to whack an isk faucet, the Isk/LP ratio from missions and incursions needs to skew far further towards the LP side, as LP transactions remove isk.


Exactly.

I'd even consider going so far as to remove all direct ISK rat bounties and replace them with tags or nexus chips or some other item. Then have almost all the ISK enter the game through NPC buy orders for those items. Then you have to transport your items somewhere to get the full value, which adds a good amount of risk to the whole affair. I'd accompany this with a change to NPC's to make them tougher, fewer, and worth more.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Altrue
Exploration Frontier inc
Tactical-Retreat
#73 - 2014-11-23 20:49:47 UTC
Hey everyone!
I'm volunteering to be your personal isk sink!

Please send isk to this character.

Don't thank me Big smile

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Sera Kor-Azor
Amarrian Mission of the Sacred Word
#74 - 2014-11-24 00:05:49 UTC
Let's consider that the OP was suggesting ISK sinks as a means of making market goods more affordable for new players.

Suggestions such as removing insurance, removing bounties for rats, docking fees, and toll gates only make things less affordable for newer players. We should consider that the majority of ISK being made and not spent comes from station traders that never undock. The insurance payouts, ratting bounties, etc. do not increase with inflation. They are also a small reward for the people that actually do undock and take a bit of risk. However, station traders are the ones directly responsible for inflation, buying things for a low price and relisting them for a higher price.

My suggestion would be:

1. Link station transaction taxes with a system's security status.

Let's say a 10% tax in a 1.0 system, 5% in a 0.5 system, 2% in a 0.2 system, and so on. The reason you are paying for these higher taxes is because CONCORD needs to be paid somehow. If you aren't willing to provide your own security, expect to have to pay for the privilege. This is the way things work in the 'real world'. If you want to live downtown and use the services such as Police, Firefighters, streetlights and so on, you have to pay taxes. If you don't want to pay taxes, you can head out into the low sec world of crime, or the null sec world of the frontier. Taxes are lower or non existent, but you have to provide your own security.

2. Consumables.

Currently the only consumables in game are drugs, and possibly ships that get blown up from time to time. Why is there no food and drink in the future? This would be like 'jump fatigue' for manufacturers and station traders. When docked and logged in, a character would have a hunger bar that slowly goes down. When the bar gets to zero, an attribute penalty is incurred unless a food item is purchased and/ or consumed from your station hangar. Consumable alcoholic beverages would also be a fun addition. A certain amount of alcohol would add to your hunger bar, but drinking too much would cause you to slur you speech over voice comms and fumble actions. Once you undock, the hunger bar no longer affects you until you dock again.

3. Gambling

This was apparently in game once but was removed, so it's unlikely. However, in station gambling would be a good ISK sink.

4. Black Market

Also apparently removed from the game. However, there are some items that are considered contraband by certain factions. Despite this, these items are still available for sale within the trade hubs of those systems. Why should I be able to buy a Blood Raider ship in Amarr, Emperor station? This makes no sense. Make these contraband items only available in low or null sec. Make smuggling a viable career option.

5. Insurance actuators.

I also think that ship insurance should be buffed enough to replace lost ships in high sec, but travel to low sec and null sec would invalidate the insurance. Doesn't this reflect the way insurance works in the real world? Insurance is linked to risk. High sec mining would be considered a lesser risk than low sec combat, therefore the insurance would be cheaper and the payoff higher. Gankers and pirates could still shoot targets in high sec, but the ability to completely replace the cost of a lost ship would result in a lot less butthurt at getting ganked. Pirates get their targets, miners and mission runners can replace their ships, industrialists sell more ships.

"A manu dei e tet rimon" - I am the devoted hand of the divine God.

Anhenka
Native Freshfood
Minmatar Republic
#75 - 2014-11-24 00:21:23 UTC  |  Edited by: Anhenka
Sera Kor-Azor wrote:

5. Insurance actuators.

I also think that ship insurance should be buffed enough to replace lost ships in high sec, but travel to low sec and null sec would invalidate the insurance. Doesn't this reflect the way insurance works in the real world? Insurance is linked to risk. High sec mining would be considered a lesser risk than low sec combat, therefore the insurance would be cheaper and the payoff higher. Gankers and pirates could still shoot targets in high sec, but the ability to completely replace the cost of a lost ship would result in a lot less butthurt at getting ganked. Pirates get their targets, miners and mission runners can replace their ships, industrialists sell more ships.



I can't be the only one with an urge to smack people who propose removing insurance for the people who PvP can I?

"Oh let's remove the insurance from the people who need it the most for their playstyle, wrecking a game who's economy revolves around PvP losses."

Insurance is what enables much of PvP. Ships die, isk appears, subsidizes next ship, keep demand for ships and fittings high, mineral prices high, faction mod demand keeps LP prices high...

Remove insurance for nullsec/lowsec PvP, The whole system deflates. If the potential loss of deploying a fleet suddenly triples because of insurance, the bar for risking that fleet suddenly becomes MUCH higher. It simply becomes not worth it to squabble over anything but the absolute most valuable things. Groups suddenly start not taking fleets out because losing the fleet might take years of whatever moon they are trying to capture or defend to repay the losses. Do not massively nerf the reasons PvP on a large scale. Want to try and guess what happens when people don't have a reason to play?

P.S: People don't get insurance for things that are perfectly safe. They buy insurance for things that might burn to the ground, like houses, or be smashed into by tons of metal, like cars (or houses I guess if someone is really drunk).
Sera Kor-Azor
Amarrian Mission of the Sacred Word
#76 - 2014-11-24 01:04:46 UTC
Anhenka wrote:
Sera Kor-Azor wrote:

5. Insurance actuators.

I also think that ship insurance should be buffed enough to replace lost ships in high sec, but travel to low sec and null sec would invalidate the insurance. Doesn't this reflect the way insurance works in the real world? Insurance is linked to risk. High sec mining would be considered a lesser risk than low sec combat, therefore the insurance would be cheaper and the payoff higher. Gankers and pirates could still shoot targets in high sec, but the ability to completely replace the cost of a lost ship would result in a lot less butthurt at getting ganked. Pirates get their targets, miners and mission runners can replace their ships, industrialists sell more ships.



I can't be the only one with an urge to smack people who propose removing insurance for the people who PvP can I?

"Oh let's remove the insurance from the people who need it the most for their playstyle, wrecking a game who's economy revolves around PvP losses."

Insurance is what enables much of PvP. Ships die, isk appears, subsidizes next ship, keep demand for ships and fittings high, mineral prices high, faction mod demand keeps LP prices high...

Remove insurance for nullsec/lowsec PvP, The whole system deflates. If the potential loss of deploying a fleet suddenly triples because of insurance, the bar for risking that fleet suddenly becomes MUCH higher. It simply becomes not worth it to squabble over anything but the absolute most valuable things. Groups suddenly start not taking fleets out because losing the fleet might take years of whatever moon they are trying to capture or defend to repay the losses. Do not massively nerf the reasons PvP on a large scale. Want to try and guess what happens when people don't have a reason to play?

P.S: People don't get insurance for things that are perfectly safe. They buy insurance for things that might burn to the ground, like houses, or be smashed into by tons of metal, like cars (or houses I guess if someone is really drunk).


I wouldn't remove insurance for PVP ships. I have changed my mind about that, I would however, probably link the risk with the payout. Newbies also get involved in PVP in low sec, so removing it completely would only penalize those that choose to fight as opposed to mine or haul in high sec. I would however, buff the insurance payout for high sec industrial non combat ships.

True, people don't get insurance for things that are perfectly safe. However, if the risks increase isn't there a corresponding increase in premiums as well? That is what an insurance actuator does, they calculate premiums based on risk.

Does a twenty five year old hot shot with a sports car and a prior driving while intoxicated conviction pay the exact same rate of auto insurance as a fifty year old who has driven for thirty years without a single accident?

So, how does it make sense that a PVP pilot in a combat frigate heading for low security space pays and gets the same payout as a high sec hauler?

Insurance really isn't a problem though, since it generally only covers the cost of T1 ships. The payout for tech 2 ships isn't high enough to justify the cost of insuring them, so the people that are flush with ISK usually don't even bother with it.

"A manu dei e tet rimon" - I am the devoted hand of the divine God.

FT Diomedes
The Graduates
#77 - 2014-11-24 02:01:31 UTC
Insurance is just a mechanic to encourage people to PvP, not anything based on any real risk analysis. Therefore it makes no sense at all to put more insurance on high sec hauler ships. The value in the ship loss is in the cargo, not the hull. Therefore, increasing the insurance payout wouldn't really help anyway.

Given that people who PvP are inherently less risk averse than those who avoid PvP completely, it isn't really needed. It softens the blow when ships die, that's all. Since it only applies to the hull and not to the fitted mods, it doesn't even really help that much anyway. So, just get rid of it. It injects unnecessary ISK into the game.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Anhenka
Native Freshfood
Minmatar Republic
#78 - 2014-11-24 02:21:50 UTC
FT Diomedes wrote:
Insurance is just a mechanic to encourage people to PvP, not anything based on any real risk analysis. Therefore it makes no sense at all to put more insurance on high sec hauler ships. The value in the ship loss is in the cargo, not the hull. Therefore, increasing the insurance payout wouldn't really help anyway.

Given that people who PvP are inherently less risk averse than those who avoid PvP completely, it isn't really needed. It softens the blow when ships die, that's all. Since it only applies to the hull and not to the fitted mods, it doesn't even really help that much anyway. So, just get rid of it. It injects unnecessary ISK into the game.


How about calls like "It doesn't help that much, remove it" be left to people who fly and lose expensive ships like capitals, or at least fly and lose many less expensive ships on a regular basis instead of people like you or me whom by our killboards, putter around with groups of people in subcaps shooting other people and getting SRP'd for losses?

"I don't need it so might as well get rid of it" is never an appropriate reason for making drastic changes.

I don't do Incursions. I have 0 interest in doing incursions, and thus 0 stake in what happens to them.

Nerf them all by 75% income!
Sera Kor-Azor
Amarrian Mission of the Sacred Word
#79 - 2014-11-24 02:36:10 UTC
FT Diomedes wrote:
Insurance is just a mechanic to encourage people to PvP, not anything based on any real risk analysis. Therefore it makes no sense at all to put more insurance on high sec hauler ships. The value in the ship loss is in the cargo, not the hull. Therefore, increasing the insurance payout wouldn't really help anyway.

Given that people who PvP are inherently less risk averse than those who avoid PvP completely, it isn't really needed. It softens the blow when ships die, that's all. Since it only applies to the hull and not to the fitted mods, it doesn't even really help that much anyway. So, just get rid of it. It injects unnecessary ISK into the game.


The reason why I would increase the payout (or decrease the cost) of insurance for high sec non-combat ships is not only for realism. I think it would help soften the blow for those risk averse miners and haulers who get their ships ganked while making peanuts in high sec. If you can replace your ship cost, there is less to be upset about. Softening the blow is what it's all about. Add the fitted mods to the insurance payout. Then, the high sec hauler or miner losing their ship is just a minor setback. If their ship gets ganked, they just buy a new one. Gankers and Mission flippers get more targets. Industrialists sell more ships.

If the high sec hauler hardly loses his ship at all, then how can it be argued that insurance is an ISK faucet? If someone doesn't have a ship at all because they can't afford a new one, how can they make any money? If they can't make any money, how long will they be subscribed?

Remember that these suggestions are for newbies, not veterans. Insurance is a mechanism so that you don't end up being up the creek without a paddle when you lose your ship. If you don't want insurance, don't buy it.

It might be unfair to say that PVP pilots in low and null sec should pay more for an insurance policy than a high sec miner or hauler (i.e. A Platinum policy rather than Basic) . However, there are also greater opportunities to make income in low and null than there are in high sec.

Really though, arguing about Insurance at all is like focusing on the candle flame while ignoring the forest fire behind you.

As I have said. The cause of inflation is station trading. Station traders sit in a station perfectly safe while buying low and re-listing for a higher price. These aren't peanuts, but transactions of Billions of ISK.

Insurance payouts, bounty payouts for shooting rats, all of these things pay almost nothing compared to the money made by station traders who risk nothing and never undock.

"A manu dei e tet rimon" - I am the devoted hand of the divine God.

Nevyn Auscent
Broke Sauce
#80 - 2014-11-24 02:43:16 UTC
Anhenka wrote:


Except that CCP has already stated that they would eventually like everything to be sourced from players, not NPC orders.

They are also aware with the issues with nullsec and Sov. Dont hold your breath for any nullsec changes to reduce the moderate amount of money coming out of null. (moongoo is not money, it is a commodity, and the trading/use of this commodity removes isk from the system) Actual nullsec isk production in the form of bounties has been heavily nerfed several times over the past few years.

If you want to whack an isk faucet, the Isk/LP ratio from missions and incursions needs to skew far further towards the LP side, as LP transactions remove isk.

Except for certain things that have to stay NPC sourced to allow for growth.

Also Null Sec accounts for over 50% of all the Isk Faucets in the game, Bounties being the largest isk faucet by a huge margin and nearly all bounties coming from Null.
WH's are the second biggest isk faucet with NPC buy orders (Which actually just got increased).

The isk faucet from high sec stuff is way down the list, and high sec stuff also comes with it's own built in isk sinks as well.
So lets have less of this myth about high sec being behind any inflation.

Of course, it also appears to be a myth that there is any inflation at the moment, with CCP having introduced a new HUGE isk sink in the form of industry build costs, and also slightly bumped a faucet.
So..... anyone who thinks we need to change anything for inflation, feel free to produce some actual proof the problem exists.
Right now you are all proposing 'solutions' which suit your personal play style and nerf other people without an actual problem.