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War against escalated play costs

Author
Teckos Pech
Hogyoku
Goonswarm Federation
#61 - 2015-07-21 16:50:03 UTC  |  Edited by: Teckos Pech
Feyd Rautha Harkonnen wrote:
The sum of what the OP is raising as an issue is valid.

Something CCP needs to look at, is how Elite:Dangerous both incentivizes combat while softening the blow of ship losses, with better ship replacement insurance.

We as a community regularly denounce 'risk aversion', and new players struggle with ship replacement costs, while we ignore the elephant in the room -- a failed ship insurance model.

We can do better.

F


We had really good insurance...and it was not good. People blowing up BS just for profit.

Given things like SRP, I'm not inclined to return to the old days of insurance "scamming".

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Infrequent
Center for Advanced Studies
Gallente Federation
#62 - 2015-07-21 16:51:10 UTC
Lan Wang wrote:
pushdogg wrote:
Op, I too am upset that it takes 3 days out of the month doing pve boringness to plex my account.....and pay for my PvP....in blingy ships.

Well.....not that blingy......It may take 4 days for the real good stuff.


am i the only one who enjoys pve, i dont even do it for the isk :/


Honestly, sitting back in an incursions fleet and chatting with people is really relaxing and therapeutic after bouts of pvp. Same goes to exploration and a bunch of other forms of pve in Eve, it's only boring when the player makes it boring.
Teckos Pech
Hogyoku
Goonswarm Federation
#63 - 2015-07-21 16:59:43 UTC
Feyd Rautha Harkonnen wrote:
The sum of what the OP is raising as an issue is valid.

Something CCP needs to look at, is how Elite:Dangerous both incentivizes combat while softening the blow of ship losses, with better ship replacement insurance.

We as a community regularly denounce 'risk aversion', and new players struggle with ship replacement costs, while we ignore the elephant in the room -- a failed ship insurance model.

We can do better.

F


Also, lets not forget Malcanis' Law. Paraphrasing, any change to make the game better for new players invariable is of more benefit to the older more established players.

Make doctrine ships cheaper...you still have the relative disparity between the older/richer players vs. the newer/poorer players. And that is the problem the OP is pointing out. An older richer player will have more isk, resources, support to get doctrine ships. Cut the cost of all doctrine ships in half...this is still true. Cut the costs to a 10th, it is still true. Cut it to zero...that is only time it is no longer true [insert obligatory WoW reference here].

Make it easier to acquire ISK...how do you do that and not have the older players take advantage of it?

And is more ISK really what the Eve economy needs?

How about this: just make the game better. Trying to cater to a given subset of the player base may end up being counter productive and not get you where you want to go. But making the game better in general...that strikes me as kind of hard to argue with.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Jenshae Chiroptera
#64 - 2015-07-21 17:01:55 UTC
Infrequent wrote:
... I don't think i'm properly grasping the point of this thread, ...
I suspect that the only way you might see it is by starting a fresh character and giving it no ISK. Even then you would have a knowledge advantage over a new player.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Gunrunner1775
Empire Hooligans
#65 - 2015-07-21 17:18:10 UTC
possible option.....

increase the amount of minerals mined... puts more minerals on market, means more ships, means price of ships go down and beome more affordable

or

tweak the amount of minerals required on T1 hulls to make them easier to produce and thus lowering prices and makeing more affordable (not realy necessary for frigs / destroyers... but could use some tweeking for cruisers and up)
Baaldor
School of Applied Knowledge
Caldari State
#66 - 2015-07-21 17:23:17 UTC
Jenshae Chiroptera wrote:
Infrequent wrote:
... I don't think i'm properly grasping the point of this thread, ...
I suspect that the only way you might see it is by starting a fresh character and giving it no ISK. Even then you would have a knowledge advantage over a new player.



Doing that does give you a little insight, but really it is a bit askew. It falls in line with "If you were given the chance to start over with what you know now.....?"

I tried this, and after 30 minutes of the Tutorial, the idea of punching myself in the **** seemed to be a much better choice. I have attempted the tutorial several times, and could not stand it, I could not finish it.

The only way really to see it is to watch someone as the painfully go through it and not say a damn word, just hold your nuts and bite your lip.

But as I recall it was always a challenge to replace or get into the next ship even before the advent of T2 ships. Ti just seemed the more goodies that came out CCP found more ways to increase the isk flow.

As for getting into the ship skill wise, not sure if lowering this is a good thing. You see it already with new players just going to the character bizzar, buying said bad ass character...an fall flat on their faces as they have no idea wtf they are doing.

So the barrier is really a safety net of sorts.
Jenshae Chiroptera
#67 - 2015-07-21 17:30:11 UTC
Gunrunner1775 wrote:
... increase the amount of minerals mined... puts more minerals on market, means more ships, means price of ships go down and beome more affordable ...
This one would result in less miners and restabilise. Your second suggestion has more merit.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Infrequent
Center for Advanced Studies
Gallente Federation
#68 - 2015-07-21 17:56:05 UTC  |  Edited by: Infrequent
Jenshae Chiroptera wrote:
Infrequent wrote:
... I don't think i'm properly grasping the point of this thread, ...
I suspect that the only way you might see it is by starting a fresh character and giving it no ISK. Even then you would have a knowledge advantage over a new player.


Which I have done multiple times over, and I can confidently say that the issue isn't the tools that new players can use, it's the lack of knowledge and the lack of a persistent guiding hand that causes problems. Most new players that I've seen, heard of, whatever, have all said that once they interacted with another player, their quality of life in eve drastically improved, same goes for corps that invite newbros that they come across. I don't think it would be healthy for the game if new players could just jump into an AHAC fleet on their first day while expecting anything more than a swift, brutal learning experience.
000Hunter000
Missiles 'R' Us
#69 - 2015-07-21 18:28:07 UTC
Purty please can i havez the same expensive toys as the older boyz without working for them mommy! Roll

I 'worked' long and hard for my expensive T2/T3 ships dude, i suggest u get of your lazy ass and do the same.
Baaldor
School of Applied Knowledge
Caldari State
#70 - 2015-07-21 18:45:49 UTC
000Hunter000 wrote:
Purty please can i havez the same expensive toys as the older boyz without working for them mommy! Roll

I 'worked' long and hard for my expensive T2/T3 ships dude, i suggest u get of your lazy ass and do the same.



HAHAHAHA^^^^

Did anyone else's dad's voice just start ringing in your ears when you read that.

I agree man, but current social conditioning tells us that peeps are owed something, last place gets a trophy and if you fck up, then it is someone else's fault or environmental influences.
Jenshae Chiroptera
#71 - 2015-07-21 19:34:38 UTC
It used to be that a scooter was the bread and butter for racing. Now a sports car is the staple. Screw those college kids, they should work like the rest of us!

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Kaivar Lancer
Doomheim
#72 - 2015-07-21 20:14:26 UTC
I've noticed a "power creep" in Eve. As time goes by, CCP releases new ships and modules that are more powerful, but require extensive training to use. Naturally, it'll be the veterans who get to play with these toys. Meanwhile, the powerbase for newbies remains static.
Teckos Pech
Hogyoku
Goonswarm Federation
#73 - 2015-07-21 22:25:01 UTC  |  Edited by: Teckos Pech
Kaivar Lancer wrote:
I've noticed a "power creep" in Eve. As time goes by, CCP releases new ships and modules that are more powerful, but require extensive training to use. Naturally, it'll be the veterans who get to play with these toys. Meanwhile, the powerbase for newbies remains static.


Ideally, no ship is to supposed to be the end game ship. Granted, trying to balance a game as complex as Eve this is more of a "moving target". Look at a ship like the celestis, been in game since forever and can be a powerful adjunct to any fleet, whether it is is big block fleet fight, or a roaming gang type fight. T1 cruiser, granted, most powerful with T2 damps or top of the line T1 damps, but still a player can get into this ship pretty quick.

Further, training support skills while not "fun" is essential. One thing I've noticed with new players is they don't want to take the time to train these skills (especially to 5, which is where the guy with 100 million SP will have the bulk of his SP, that 2%, 4%, or even 5% bonus training skills to level V). When I point out that AWU V is very important the response is usually, "Meh, its such a long training time." Got very similar responses to training T2 large guns. Never mind you get more ammo choices and also an extra 8% damage which can be essential for breaking another ships tank/remote reps.

And I find it amusing that people are basically saying the following:

I'm upset that a guy who started playing the game 3,4 5 or more years longer than I who has more Lots™ SP and can do more. I demand you make it so I can do what they can do without the investment of time or money!

Want those SP, go to the character bazaar and buy a 85 million SP character...and lose to a player with a 40 million SP because they player is doing it the way the rest of have and actually knows how to play the game and can overcome the SP "wall" that people periodically whine about. I'll have been playing for 8 years this December. You want to jump ahead in terms of SP? Fine, go drop $400.00 on a character with 100 million SP. Oh...you don't think that sounds fair? I've spent over $1,100 paying for my subscription. Getting pretty much to the same point as me for $400 is a goddamned bargain.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#74 - 2015-07-21 22:33:27 UTC
Gunrunner1775 wrote:
possible option.....

increase the amount of minerals mined... puts more minerals on market, means more ships, means price of ships go down and beome more affordable

or

tweak the amount of minerals required on T1 hulls to make them easier to produce and thus lowering prices and makeing more affordable (not realy necessary for frigs / destroyers... but could use some tweeking for cruisers and up)


So, to benefit non-miners we screw over miner's in-game incomes.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Infrequent
Center for Advanced Studies
Gallente Federation
#75 - 2015-07-22 11:27:31 UTC  |  Edited by: Infrequent
Kaivar Lancer wrote:
Meanwhile, the powerbase for newbies remains static.


No it doesn't, the ongoing re balancing of T1 hulls vastly improved the capabilities of newbros, the re balancing of modules provides new players with more options as meta 4 and below has improved balance. Newbros get access to a wider range of fits, as meta modules are more viable and they provide players with more choice over what they want to get out of their fits which also allows newbros to compensate for lower SP in core skills (low cap skills, get a meta module that uses less cap, poor agility, get lighter plates while still getting HP which isn't heavily gimped, and so on). While low end deadspace modules being cheap as hell allows newer players to get access to a sprinkling of bling on their favourite ships at an earlier stage. The increase in accessibility for isk faucets at an earlier stage helps with this.

Just because new high end hulls are being introduced, doesn't mean that there isn't ongoing work which improves the life of the newbro, yes the high end hulls are better, higher SP characters get more out of their ships, they have more isk to throw at blingier fits, but isn't that how it should be? That's how progression works, and I think we can all agree that the learning curve is no longer as extreme as it used to be.

Powercreep exists, yes, and it will always be there, but CCP have shown time and time again that they're perfectly capable of putting their foot down and shaking up the meta, while (sometimes going a bit too far) they aren't afraid to nerf hulls bit by bit until they're more inline, it just requires the community to point out the issues. So why don't you focus on communicating with CCP about those sorts of changes, rather than "Oh god guys newbros are screwed CCP better do something [insert vague description of doom in General Discussion because that's totally where features & ideas should be posted]".
Teckos Pech
Hogyoku
Goonswarm Federation
#76 - 2015-07-22 18:10:22 UTC
Infrequent wrote:
Kaivar Lancer wrote:
Meanwhile, the powerbase for newbies remains static.


No it doesn't, the ongoing re balancing of T1 hulls vastly improved the capabilities of newbros, the re balancing of modules provides new players with more options as meta 4 and below has improved balance. Newbros get access to a wider range of fits, as meta modules are more viable and they provide players with more choice over what they want to get out of their fits which also allows newbros to compensate for lower SP in core skills (low cap skills, get a meta module that uses less cap, poor agility, get lighter plates while still getting HP which isn't heavily gimped, and so on). While low end deadspace modules being cheap as hell allows newer players to get access to a sprinkling of bling on their favourite ships at an earlier stage. The increase in accessibility for isk faucets at an earlier stage helps with this.

Just because new high end hulls are being introduced, doesn't mean that there isn't ongoing work which improves the life of the newbro, yes the high end hulls are better, higher SP characters get more out of their ships, they have more isk to throw at blingier fits, but isn't that how it should be? That's how progression works, and I think we can all agree that the learning curve is no longer as extreme as it used to be.

Powercreep exists, yes, and it will always be there, but CCP have shown time and time again that they're perfectly capable of putting their foot down and shaking up the meta, while (sometimes going a bit too far) they aren't afraid to nerf hulls bit by bit until they're more inline, it just requires the community to point out the issues. So why don't you focus on communicating with CCP about those sorts of changes, rather than "Oh god guys newbros are screwed CCP better do something [insert vague description of doom in General Discussion because that's totally where features & ideas should be posted]".


Yes. And sometimes CCP will bring down the nerf bat hard…usually on the “higher end” hulls. Nerfs to nano-HACs, nerfs to tracking titans, nerfs to drone assist (which was more of a nerf to carriers and super-carriers). Limiting the drone bays for super carriers. Yes battlecruisers are in a “bad place” at the moment, but that term was, IIRC, from a CCP dev so they are aware of the problem and will undoubtedly be addressing it.

Let us also not forget that with Fozzie Sov even a new player can be a PITA to just about any alliance. Do you see me here whining, “It is so grossly unfair that some scrub of a newb can, with a bit of planning and preparation send an entire alliance of veterans scrambling in the blink of an eye!”? No.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Jonah Gravenstein
Machiavellian Space Bastards
#77 - 2015-07-22 18:17:53 UTC  |  Edited by: Jonah Gravenstein
Gunrunner1775 wrote:
possible option.....

increase the amount of minerals mined... puts more minerals on market, means more ships, means price of ships go down and beome more affordable

or

tweak the amount of minerals required on T1 hulls to make them easier to produce and thus lowering prices and makeing more affordable (not realy necessary for frigs / destroyers... but could use some tweeking for cruisers and up)
Yeah... nope. The chances are that if the build costs go down, manufacturers will attempt to keep the prices artificially higher than the new build cost +x% so that they can make more profit; just as manufacturers do in the real world.

Never underestimate greed, or stupidity for that matter.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Teckos Pech
Hogyoku
Goonswarm Federation
#78 - 2015-07-22 18:31:37 UTC
Jonah Gravenstein wrote:
Teckos Pech wrote:
Gunrunner1775 wrote:
possible option.....

increase the amount of minerals mined... puts more minerals on market, means more ships, means price of ships go down and beome more affordable

or

tweak the amount of minerals required on T1 hulls to make them easier to produce and thus lowering prices and makeing more affordable (not realy necessary for frigs / destroyers... but could use some tweeking for cruisers and up)


So, to benefit non-miners we screw over miner's in-game incomes.
Yeah... nope. The chances are that if the build costs go down, manufacturers will attempt to keep the prices artificially higher than (new) build cost +x% so that they can make more profit, just as they do in the real world.

Never underestimate greed, or stupidity for that matter.


Never underestimate the power of a competitive market to drive down prices. In a competitive market the participants are price takers--i.e. they do not set prices which would be the realm of oligopoly, monopolistic competition, monopoly and monopsony. For minerals there is no cartel or oligopolies. The barriers to entry are too low…which also rules out monopoly and monopsony. And since tritanium is the same everywhere in the game irrespective of who mines it…no monopolistic competition either. The best you can hope for are some minor regional differences in price due mainly to transactions costs, but those are trivial.

So, no. Your scenario will not obtain. The only way for it to obtain is for miners to band together and set the price. But miners are a laughably disorganized group of players who can’t even seem to get together to slap CODE. down periodically (hint: gank catalysts have no tank, gank them first and bumping macherials…no tank either, get 2-3 guys in tornados and gank them). You’d, literally, have a better time herding cats. And the ship manufacturers would also face downward pressure on their prices as well. If I can reduce my costs and undercut my competitor and steal some of his market share I will, but there is nothing stopping him from doing the same to me…and the N other guys in that market as well. Pretty soon, prices will be down across the industry as well. They’d drop even quicker if we had a futures market and short selling was allowed.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Jonah Gravenstein
Machiavellian Space Bastards
#79 - 2015-07-22 18:50:39 UTC
Teckos, I agree with you to some extent, hence I used the word attempt.

Where there is a lack of monopoly there will always be someone undercutting others, and cutting their own margin in the process. The day miners get together and start controlling mineral output for profit is the day that hell freezes over, it takes a special kind of organisation to do something as bold as monopolising raw materials, and miners are too self absorbed to do it.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Avvy
Doomheim
#80 - 2015-07-22 18:55:10 UTC
Jonah Gravenstein wrote:
Teckos, I agree with you to some extent, hence I used the word attempt.

Where there is a lack of monopoly there will always be someone undercutting others, and cutting their own margin in the process. The day miners get together and start controlling mineral output for profit is the day that hell freezes over, it takes a special kind of organisation to do something as bold as monopolising raw materials, and miners are too self absorbed to do it.



Is it really that, anyone can mine but not everyone can build something. Even if a large group of people got together to try and control mineral prices, they'll just be undercut by the others.