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Dev blog: A Glimpse into the Future of Ship Skins

First post First post
Author
DrysonBennington
Eagle's Talon's
#221 - 2015-01-22 20:54:12 UTC
Will Super Kerr-Induced Nanocoatings be possible to obtain from NPC ships drops? I think that SKIN drops from NPC's would encourage belt ratting in all asteroid belts of all security status systems. The better SKIN that you wanted means that you would have go into deep space to get them.

Also will License be available as Drop Items as well? If so they should be very rare maybe 1 in 100,000,000 dropped items considering how many missions are run on a daily basis is how I would determine the drop ratio for the License.

Also I think that we should be able to SKIN our ships in Sleeper and Sansha Incursion SKINS where you could receive a License or SKIN Drop for these two races when you are in W-Space or taking part in Sansha Incursion Missions.

That is all that I have for you today CCP.
Harry Saq
Of Tears and ISK
ISK.Net
#222 - 2015-01-22 21:04:57 UTC
I posted this in the CSM minutes in regards to the player retention, and stupid little things that make games fun and drive motivation to do other stuff...posting here as this seems to be the proper place:

I think you would be amazed at how much of a difference it would make if you could do something as simple as customize the skin of your ship directly (especially for new players or bored bitter vets).

If anybody ever played City Of Heroes, that would be a good analogy of what I am talking about. All the archetypes had the same power sets and nothing you did in character customization made any difference in the actual play, but it made all the difference in your investment in the toon, and made character generation a blast.

In Eve, the ships are the toons in my analogy, and if those could be customized using an in-game interface similar to the UI, but specifically for the ship, people would want to get in different ships just because they look cool. This is anti-utilitarian, and seemingly stupid, but it's the little thing that make a game fun and worth it. It also drives goals and motivation for new players.

I have played this game on and off since '03, and surprisingly enough, the one thing I don't really feel like I am ever really doing is making stuff mine, it is just stuff I happen to hold. There is nothing special about any of my beloved ships. No battle scars, no tweaked out appearance, my thorax is just a thorax like all others.

Half the game is also shopping (my Wife loves shopping and yet still hates eve), I guarantee if she could shop for a thorax that was custom skinned and on market as a "customized" model (simply a different player designed skin) she would be at it for hours, or designing and selling her own, hell, she might even go into production, and mine and do all the other manufacturing crap, just to have her own line of designer thoraxes. It's the seemingly stupid trivial things, that make bigger mechanics work. I have manufactures all kinds of stuff in eve, and it is just variations on a bland theme to play the .01 isk game etc, it's not like me making it felt like I made it, but rather jumped through the right hoops....might as well shoot the red crosses. In other words, even though I made it, there was nothing special about it whatsoever, might as well makes drops in the ocean...if that makes sense.

The current skinning is a PETA, and the licensing and aura driven funky model now where they are yet still made on your behalf is likely in the wrong direction (I am probably describing it wrong because the mechanic should be right there in the fitting window, or a fitting type window instead of some external store that I have to do things and stuff to get it, which I will likely never bother to learn or care about).

I love Eve, and have played it forever, this is by no means the one thing missing, but having tried to recruit all kinds of people for years, mostly unsuccessfully (and more importantly seeing what they do end up playing) I think a simple thing like this would go along way to drive new subscriptions and give people reasons to try all aspects of the game.

Minecraft is insanely popular because building stuff is fun, especially stuff that is unique to you, even though it functions the same or similar to all other similar things.
Jarod Garamonde
Federal Navy Academy
Gallente Federation
#223 - 2015-01-23 05:05:24 UTC
I, for one, welcome our new Super Kerr-Induced overlords.

That moment when you realize the crazy lady with all the cats was right...

    [#savethelance]
Gosti Kahanid
Red Sky Morning
The Amarr Militia.
#224 - 2015-01-23 08:15:31 UTC
War Kitten wrote:
Whoa, I just found the CSM meeting notes are already coming out....

Quote:
Xander asked about the limited time system for skins, and when the time limit would start. The answer
was that it would start from being applied to a character, and you can't remove it from your collection once applied.


"limited time system"??

So I guess they aren't going to be permanent either - they'll arbitrarily wear out after a timer expires?

No Thank You. Not even interested anymore.


This was meant for the droppable SKINS

Quote:
The topic of skins that are dropped in game was also brought up. The current desire is to make them time limited so as to not destroy the value over time. This would also open up the potential for trial skins so people can try before they buy.

Druadan
Aliastra
Gallente Federation
#225 - 2015-01-23 08:45:50 UTC
Oraac Ensor wrote:
Krakil Frostborn wrote:
After reading stuff here , Id say that the MAJORITY of people would actually love the new system if the skins were bought for a CERTAIN period of time.

I'd say the MAJORITY of people aren't posting in this thread at all as they're perfectly happy with the system as proposed by CCP.


Actually I'd say the majority of people aren't posting in this thread because they aren't aware of the proposed feature and won't be until they get an update to the game and find the SKINs system in their fitting screen. The majority of the playerbase doesn't read the devblogs, doesn't use the forums, and doesn't use the website for anything other than renewing subscriptions and generating API keys. We've known this for a good number of years.
War Kitten
Panda McLegion
#226 - 2015-01-23 11:11:40 UTC
Oraac Ensor wrote:
Krakil Frostborn wrote:
After reading stuff here , Id say that the MAJORITY of people would actually love the new system if the skins were bought for a CERTAIN period of time.

I'd say the MAJORITY of people aren't posting in this thread at all as they're perfectly happy with the system as proposed by CCP.


You might say that, but it would be a foolish thing to believe. People remaining silent is not indicative of any opinion.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

REAPER jib
way of the goat
#227 - 2015-01-23 12:14:11 UTC
Really hope you make it possible to choose what color you like.
I want my machariels black again. These lame military camo schemes makes me sad.
CCP Terminus
C C P
C C P Alliance
#228 - 2015-01-23 13:56:45 UTC  |  Edited by: CCP Terminus
Druadan wrote:
I notice the devs are responding only to concerns about the interface and the mechanic of the system as described, but not anything about the concerns of this system as it is.

I want to amalgamate those concerns into a set of questions for the devs to answer:
I'll see if I can answer your questions:

Druadan wrote:

Over the past decade there have been several times this has been discussed and several very workable ideas have come about along the way. One such idea was approximated in this post (#150). Why has this system been developed for the Aurum stored value system instead of player industry?
There is no reason we can't have both exist in the game. In fact the plan is to have multiple ways of acquiring SKINs. Permanent SKINs will be purchasable from the NES for Aurum but also in every case, found on the market for ISK as long as someone is willing to sell it to you.
Skins that drop today as loot will continue to do so, they will be converted to time limited SKIN Licenses. The time limit will begin once you apply the SKIN. They are time limited to keep the market price from collapsing.
There is no reason in the future we couldn't have time limited SKIN Licenses which are manufacturable by players through industry. A SKIN License is not special in that way.

Druadan wrote:

What do you have to say to the players who have no interest in microtransactions or the Aurum stored value system, but have been asking for, and looking forward to, customizable ship appearances for years?
You will be able to find all the existing SKINs in the market for ISK. If you want to stay away from Aurum and the NES completely, it is more than possible. Even the sidebar we are adding to the Fitting window is collapsible.
In terms of self-customizable skins we don’t have any additional information to provide at this point.

Druadan wrote:

Why have you decided to deviate from the standard loss model in EVE? Do you not think that the need to remove the loss aspect -- one of the main things that defines EVE and makes it what it is -- from this, because you don't want people to lose real money items ingame, is a clear sign that this should not be done via real money, and instead done through player industry, like everything else in the game?
The old Ship skinning system was a pilot program, and from that program we gathered a lot of insight into player behavior and the popularity of the system. For example, frigate sized ships were far less likely to be skinned by player than battleship sized ships, even though we sold frigate ship skins at a lower cost. This is due to players assuming (probably rightly so) that they will lose their ship more often when flying a frigate.
We don’t want to tie a player’s ability to express themselves and look cool to a recurring cost in the game. We want as many people flying cool looking ships as possible, and they won’t do this if it takes a bunch of time (going through an industry process, making sure to stockpile skin items, etc.) and/or ISK to obtain a purely cosmetic item. An item which also currently has the negative gameplay impact of making that player a bigger ganking target.


Druadan wrote:

Do you not think that the better line on which to divide things between real money and ISK is whether it's in space or in stations, rather then whether or not you consider it to be 'just a cosmetic thing'?
Our stance so far has been to offer only cosmetic items and account services for real money, and this will most likely continue. On the other side, personally I am extremely against any real money transactions that directly affect gameplay, and I believe as a whole CCP also feels this way as well.


Druadan wrote:

Do you think our eyes are painted on?
Oh no are they? You should get that looked at.

Druadan wrote:

Personally, I'm concerned that ship skins have been deliberately held back ever since the Noble Exchange / New Eden Store / Whatever You Call It was first conceived, because you knew you could use it to fill out the store, make it look more worthwhile, and earn more microtransactions. I think it's Zyngalike gouging for a feature we've been asking for for years. I'm really pissed off that, as someone who will have no truck with microtransaction or the Aurum stored value system, I won't be able to use this feature.
Again, buy what you want from the market for ISK. The volume of new skins we've released in the past was a technical issue stemming from the system used. For the new SKINs, we’ve made sure that any player who does not want to interact with our Aurum based system can completely ignore it, while those that do can purchase SKINs directly for personal use or to sell for ISK to others. The system is also flexible enough that we can create SKINs for in-game loot drops and potentially as part of some industrial process in the future.

@CCP_Terminus // Game Designer // Team Size Matters

CCP Terminus
C C P
C C P Alliance
#229 - 2015-01-23 14:06:01 UTC
War Kitten wrote:
Whoa, I just found the CSM meeting notes are already coming out....

Quote:
Xander asked about the limited time system for skins, and when the time limit would start. The answer
was that it would start from being applied to a character, and you can't remove it from your collection once applied.


"limited time system"??

So I guess they aren't going to be permanent either - they'll arbitrarily wear out after a timer expires?

No Thank You. Not even interested anymore.


This is taken out of context.

When in the NES store you buy a SKIN License. That license can be applied to yourself, in which case that SKIN option will last forever for that character, or you can sell the License to someone else. It's still permanent if the person you sold it to injects it.
SKIN Licenses which are obtained through the game, as loot drops or from LP Stores are time limited once applied. The License doesn't disappear, but once applied to a character the SKIN option in the fitting window will disappear after a certain amount of time has elapsed.

@CCP_Terminus // Game Designer // Team Size Matters

Bentakhar
ANKOU INITIATIVE
#230 - 2015-01-23 14:12:38 UTC
CCP Terminus wrote:
War Kitten wrote:
Whoa, I just found the CSM meeting notes are already coming out....

Quote:
Xander asked about the limited time system for skins, and when the time limit would start. The answer
was that it would start from being applied to a character, and you can't remove it from your collection once applied.


"limited time system"??

So I guess they aren't going to be permanent either - they'll arbitrarily wear out after a timer expires?

No Thank You. Not even interested anymore.


This is taken out of context.

When in the NES store you buy a SKIN License. That license can be applied to yourself, in which case that SKIN option will last forever for that character, or you can sell the License to someone else. It's still permanent if the person you sold it to injects it.
SKIN Licenses which are obtained through the game, as loot drops or from LP Stores are time limited once applied. The License doesn't disappear, but once applied to a character the SKIN option in the fitting window will disappear after a certain amount of time has elapsed.



Thank you CCP Terminus for answering a few of our concerns.

We'll see how this unfolds but I really wish SKINs involved more active aspects of the game (again: http://i.imgur.com/Mmj8jBk.jpg ). The same way I had hoped that making clothes for people could have included Planetary polytextile production. The truly amazing thing in EVE is that most of it's economy and industry is player based. Even cosmetic items should not differ (i mean some people use faction ships just for the pretty paintjobs, it's already a cosmetic choice).

Every new feature of the game should be a reason to add depth to microprofessions and link them together in surprising ways.
Phoenix Jones
Small-Arms Fire
#231 - 2015-01-23 14:17:51 UTC
Well people really want two things.

1) ability to Barbie their ship how they see it.
2) ability to put our corporate and alliance logo on our ships.

If 1 will take a long time, then do whatever you can to make 2 happen immediately.

Yaay!!!!

CCP Terminus
C C P
C C P Alliance
#232 - 2015-01-23 14:35:51 UTC
Phoenix Jones wrote:
Well people really want two things.

1) ability to Barbie their ship how they see it.
2) ability to put our corporate and alliance logo on our ships.

If 1 will take a long time, then do whatever you can to make 2 happen immediately.


The CSM meeting we had had plenty of requests for #2. We'll see how it goes, there are a few issues which need to be resolved.

@CCP_Terminus // Game Designer // Team Size Matters

Druadan
Aliastra
Gallente Federation
#233 - 2015-01-23 14:43:00 UTC  |  Edited by: Druadan
CCP Terminus wrote:
Druadan wrote:
I notice the devs are responding only to concerns about the interface and the mechanic of the system as described, but not anything about the concerns of this system as it is.

I want to amalgamate those concerns into a set of questions for the devs to answer:
I'll see if I can answer your questions:
Thank you, it's much appreciated.

CCP Terminus wrote:
There is no reason in the future we couldn't have time limited SKIN Licenses which are manufacturable by players through industry. A SKIN Licenses is not special in that way.
Why make them timelimited? Because they're licenses? Why make them licenses at all, then? Why not make them items, applied to ships, dealt with purely through player industry?

CCP Terminus wrote:
You will be able to find all the existing SKINs in the market for ISK. If you want to stay away from Aurum and the NES completely, it is more than possible.
This is new information, not present in the devblog or CSM minutes. Thanks for this. Are you talking about the skins (lowercase) that exist at the moment, when they get turned into SKINs licenses? Or are you saying that all SKINs license will be resellable for ISK?

CCP Terminus wrote:
The old Ship skinning system was a pilot program, and from that program we gathered a lot of insight in to player behavior and the popularity of the system. For example, frigate sized ships were far less likely to be skinned by player than battleship sized ships, even though we sold frigate ship skins at a lower cost. This is due to psychology, players assuming (probably rightly so) that they will lose their ship more often when flying a frigate.
I think, perhaps, also that frigates being small and unimpressive makes skinning them less attractive to start with. But this doesn't answer my question. If it were all, in keeping with how EVE works, ISK for a product of an industrial process, it would simply be as Tech 2 or faction or deadspace equipment: you're less likely to put it on a T1 frigate. But a T2 frigate that costs a lot anyway, sure you'd put a SKIN on it and risk your ISK for the chance to look fly.

1/? (quotes limit)
Druadan
Aliastra
Gallente Federation
#234 - 2015-01-23 14:43:52 UTC  |  Edited by: Druadan
CCP Terminus wrote:
We want as many people flying cool looking ships as possible, and they won’t do this if it takes a bunch of time (going through an industry process, making sure to stockpile skin items, etc.) and/or ISK to obtain a purely cosmetic item. An item which also currently has the negative gameplay impact of making that player a bigger ganking target.
And yet people have no problem fitting a CNR/Golem with faction/deadspace equipment for mission running, which also has the effect of making them a bigger ganking target. No one said these skins have to cost a billion ISK, and I'm getting the impression now that the amount of Aurum you intend to charge for these things is going to be exorbitant.

CCP Terminus wrote:
Our stance so far has been to offer only cosmetic items and account services for real money, and this will most likely continue. On the other side, personally I am extremely against any real money transactions that directly affect gameplay, and I believe as a whole CCP also feels this way as well.
As we all are. But I think we're in danger of shoehorning things into the NES, for CCP's profit and satisfaction with the NES, purely because they're cosmetic and we, the players, accidentally gave you carte blanch to monetise anything that isn't performancerelated, regardless of whether it's a good idea to do so, when we agreed to draw the line at the word 'cosmetic' during the original microtransactions shitstorm. I think that was a mistake. I don't think any of us realised that ship customisations was on the cards, and I think we all assumed we were talking about Perambulation, not 'real' EVE.

CCP Terminus wrote:
Again, buy what you want from the market for ISK. The volume of new skins we've released in the past was a technical issue stemming from the system used. For the new SKINs, we’ve made sure that any player who does not want to interact with our Aurum based system can completely ignore it, while those that do can purchase SKINs directly for personal use or to sell for ISK to others. The system is also flexible enough that we can create SKINs for in-game loot drops and potentially as part of some industrial process in the future.
There's a difference between being able to ignore the Aurum store and being able to not be affected by it. I'm concerned that these things -- purely due to the 'licenses' shoehorn that's assisted you in removing the lossmodel and thus validating your intention to monetise them -- are going to be exorbitantly expensive in the ingame market as a result of them being realmoney items in the NES, which will, in all probability, based on historical data, be completely ridiculously priced.

2/2 (quotes limit)
Phoenix Jones
Small-Arms Fire
#235 - 2015-01-23 14:58:50 UTC
You have a wording issue by using license. It implies temporary privilege that requires a monetary upkeep. You don't continuously pay for it, then we'll remove it.

You probably just want to change the wording from license to something else. You'll wind up with a lot of the same questions.

Yaay!!!!

Altrue
Exploration Frontier inc
Tactical-Retreat
#236 - 2015-01-23 15:13:07 UTC
CCP Terminus wrote:
Phoenix Jones wrote:
Well people really want two things.

1) ability to Barbie their ship how they see it.
2) ability to put our corporate and alliance logo on our ships.

If 1 will take a long time, then do whatever you can to make 2 happen immediately.


The CSM meeting we had had plenty of requests for #2. We'll see how it goes, there are a few issues which need to be resolved.


Phoenix Jones has a point. #1 is very promising and I'm looking forward to it, but what people really want is #2.

If people like customization so much, its because it gives them a sense of identity for their character / ship / whatever. And clearly, corporation and alliance logos are more representative of their identity than a bunch of pre-made skins. Of course if we were able to make our skins ourselves it would be different.

I mean, of course its a lot of work for all these systems, and of course this is only a first step... But don't underestimate the importance of step 2.

Signature Tanking Best Tanking

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

Ultimate Citadel Guide - 2016 EVE Career Chart

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#237 - 2015-01-23 16:29:36 UTC  |  Edited by: epicurus ataraxia
The skin Licence is a good idea, I was not sure how I liked the idea of a temporary lifespan to skin drops, but the more I thought about it, the more it grew on me (with reservations).

It depends on the lifespan and drop rate at the end of the day, I would hate it to become a sort of "puppy dog" sale that makes you either be on a treadmill, or feel "forced" to buy them.

Overall, if the drop rate is sufficient and the lifespan reasonable, it will be a good choice, Please do not let marketing make the decision, this really needs to be a gameplay matter.

Those that wish to spend real money, will do so, making players feel pressured, will not prove to be an improvement, and not good for customer satisfaction.

Regarding price, a high price will result in a poor uptake, a low price will result in a very large uptake, and although less per unit, will result in a higher overall revenue. This is a product with a zero cost of supply after design and implementation costs are accounted for.

In short, you have the opportunity for happy customers, and a high revenue. Please do not let headline price greed/focus ruin the opportunity for all.

Edit:- I reread the reply and see you mentioned that LP purchased skins will also be time limited. That is a really, really BAD idea.
Think it through, can you not see how that devalues the whole concept? You are setting yourself up to fail by doing this. And turning what could be a stunning success into an abject failiure waiting to happen.

Is the marketing plan designed by a former drug dealer? The first few hits are free but when they run out, you will have to pay the real price?

Have the lessons of the last few years really not been learned?

If one treats the playerbase like desperate addicts who will twitch and buy shineys on demand, then one will earn the contempt that attitude deserves.

If one treats the playerbase with respect, one gains their loyalty, support, and custom.

Please make the right choice. This is sending a VERY dangerous message, hopefully it is merely a failiure in communication.

There is one EvE. Many people. Many lifestyles. WE are EvE

War Kitten
Panda McLegion
#238 - 2015-01-23 16:30:49 UTC
CCP Terminus wrote:


This is taken out of context.

When in the NES store you buy a SKIN License. That license can be applied to yourself, in which case that SKIN option will last forever for that character, or you can sell the License to someone else. It's still permanent if the person you sold it to injects it.
SKIN Licenses which are obtained through the game, as loot drops or from LP Stores are time limited once applied. The License doesn't disappear, but once applied to a character the SKIN option in the fitting window will disappear after a certain amount of time has elapsed.



Not entirely out of context - you're still having a time-limited system for some of the skins. This might work on the ones that drop, but it will most certainly limit the desirability of ones purchased for LP. I foresee near 0 demand for those unless this time limit is several months to a year in length.

Like someone else mentioned, I don't want to take month long break and see something like this time out on me. Why would I bother spending resources on something like that?

And for the permanent ones - where is your long-term market for these? Expensive one-time purchases will rule out a lot of people like me. I would be much more likely to spend billions of isk on an implant set that will gain me advantages than I would a permanent paint job for X ships - and the implants are at risk every time I undock.

CCP Terminus wrote:
Druadan wrote:
Over the past decade there have been several times this has been discussed and several very workable ideas have come about along the way. One such idea was approximated in this post (#150). Why has this system been developed for the Aurum stored value system instead of player industry?
There is no reason we can't have both exist in the game. In fact the plan is to have multiple ways of acquiring SKINs. Permanent SKINs will be purchasable from the NES for Aurum but also in every case, found on the market for ISK as long as someone is willing to sell it to you.
Skins that drop today as loot will continue to do so, they will be converted to time limited SKIN Licenses. The time limit will begin once you apply the SKIN. They are time limited to keep the market price from collapsing.
There is no reason in the future we couldn't have time limited SKIN Licenses which are manufacturable by players through industry. A SKIN License is not special in that way.


That's a plus that you're willing to consider industrialisation of the SKIN market. It's a step towards a more EVE-like solution, but then you're still saddled with this on-character license that cannot be removed and sold after use. Still don't like it.

CCP Terminus wrote:

Druadan wrote:

Why have you decided to deviate from the standard loss model in EVE? Do you not think that the need to remove the loss aspect -- one of the main things that defines EVE and makes it what it is -- from this, because you don't want people to lose real money items ingame, is a clear sign that this should not be done via real money, and instead done through player industry, like everything else in the game?
The old Ship skinning system was a pilot program, and from that program we gathered a lot of insight into player behavior and the popularity of the system. For example, frigate sized ships were far less likely to be skinned by player than battleship sized ships, even though we sold frigate ship skins at a lower cost. This is due to players assuming (probably rightly so) that they will lose their ship more often when flying a frigate.
We don’t want to tie a player’s ability to express themselves and look cool to a recurring cost in the game. We want as many people flying cool looking ships as possible, and they won’t do this if it takes a bunch of time (going through an industry process, making sure to stockpile skin items, etc.) and/or ISK to obtain a purely cosmetic item. An item which also currently has the negative gameplay impact of making that player a bigger ganking target.


So really the lesson you should have learned is that the skin price was probably too high for frigates, not that people were afraid to lose frigates and their fittings/skins.

Personally I have yet to skin a single ship because they either apply to ships I don't ever fly, or in the cases I do own the ship (Dreads, Brutix) I would have to destroy my rigs to apply them. If I had ever had occasion to buy or fit a new ship that had a skin for it, I would have done so. I still have an assault frigate with large rigs on it - I don't go through ships that frequently. Your pilot program isn't a good gauge for the type of people that don't lose ships that often - and the limited selection of ships with skins weeds out the ships that I do fly and lose from time to time. And I know I'm not a unique case study here - pirate corps all over lowsec have pilots just like me.

Anyway, thank you for at least talking about the item issue. I still think this is a quirky way to implement what could've been a straightforward ship fitting that expanded on or spawned a whole new industry had they actually been real items. Items have value in Eve because they can be lost. I understand you want people to use the system but I think you're compromising a part of what makes EVE the great thing that it is with a non-intuitive alternate method of use.

Peace.


I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

CCP Terminus
C C P
C C P Alliance
#239 - 2015-01-23 16:45:01 UTC
Druadan wrote:
CCP Terminus wrote:
You will be able to find all the existing SKINs in the market for ISK. If you want to stay away from Aurum and the NES completely, it is more than possible.
This is new information, not present in the devblog or CSM minutes. Thanks for this. Are you talking about the skins (lowercase) that exist at the moment, when they get turned into SKINs licenses? Or are you saying that all SKINs license will be resellable for ISK?
All SKIN Licenses (includiong however we convert the old skins to the new system) will be sellable on the market by other players.

Druadan wrote:
And yet people have no problem fitting a CNR/Golem with faction/deadspace equipment for mission running, which also has the effect of making them a bigger ganking target. No one said these skins have to cost a billion ISK, and I'm getting the impression now that the amount of Aurum you intend to charge for these things is going to be exorbitant.
In the case of faction/deadspace modules you are paying for power there.

Druadan wrote:
There's a difference between being able to ignore the Aurum store and being able to not be affected by it. I'm concerned that these things -- purely due to the 'licenses' shoehorn that's assisted you in removing the lossmodel and thus validating your intention to monetise them -- are going to be exorbitantly expensive in the ingame market as a result of them being realmoney items in the NES, which will, in all probability, based on historical data, be completely ridiculously priced.
Market prices are very dependent on the playerbase, but we do want to have a range of SKIN License costs in the market.

@CCP_Terminus // Game Designer // Team Size Matters

Noriko Mai
#240 - 2015-01-23 17:05:29 UTC
CCP Terminus wrote:
Druadan wrote:

Personally, I'm concerned that ship skins have been deliberately held back ever since the Noble Exchange / New Eden Store / Whatever You Call It was first conceived, because you knew you could use it to fill out the store, make it look more worthwhile, and earn more microtransactions. I think it's Zyngalike gouging for a feature we've been asking for for years. I'm really pissed off that, as someone who will have no truck with microtransaction or the Aurum stored value system, I won't be able to use this feature.
Again, buy what you want from the market for ISK. The volume of new skins we've released in the past was a technical issue stemming from the system used. For the new SKINs, we’ve made sure that any player who does not want to interact with our Aurum based system can completely ignore it, while those that do can purchase SKINs directly for personal use or to sell for ISK to others. The system is also flexible enough that we can create SKINs for in-game loot drops and potentially as part of some industrial process in the future.

Then please don't place the "Buy" button everywhere like in the mockup. This is realy a thing that absolutely disgusts me in other games. It feels like this freemium mobile app crap where you are confronted with microtransactions every few seconds. And I don't mean the ability to collapse the skin section. Looking at and changing my skins will still confront me with the NES/AUR.

"Meh.." - Albert Einstein