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Player Owned Customs Office: Your feedback on the past month

First post
Author
Velicitia
XS Tech
#21 - 2012-01-03 19:14:31 UTC
Andre Vauban wrote:
1. Is there anything related to the Customs Office feature or PI taxes that you think is broken or terrible?

You need the ability to select which corp wallet the taxes are paid into.

I would honestly like to remove the ability for capitals to engage a POCO in lowsec. It's really hard to defend the initial reinforcement (ie get a fight) when a pair of dreads can drop in, siege one cycle, and leave before you can get there. We had a POCO reinforced the other night and we responded in about 7 minutes but the attackers were already gone. I think the sweet spot for taking down a POCO is a 10-20 man fleet, not a pair of dreads. I also think this may help keep the larger powers out of the lowsec POCO realm, as it will be too tedious to take over large numbers of POCOs.



2 dreads is effectively 10-20 battleships...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Jack Dant
The Gentlemen of Low Moral Fibre
#22 - 2012-01-03 19:46:05 UTC
Velicitia wrote:
[quote=Andre Vauban]2 dreads is effectively 10-20 battleships...

His point is that 2 dreads can reinforce a POCO and then vanish (cyno out) in just 5 minutes. The equivalent fleet in battleships can be detected before it engages, or caught as it leaves. It all comes down to the commitment issue I mentioned earlier.

But I personally think dreads are balanced against POCOs, because during those 5 minutes, the dreads are at a big risk. And, given how easy it is to repair a POCO to 25% and reset the timer, I'm not sure that tactic would achieve much.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Velicitia
XS Tech
#23 - 2012-01-03 20:16:31 UTC  |  Edited by: Velicitia
Jack Dant wrote:
Velicitia wrote:
2 dreads is effectively 10-20 battleships...

His point is that 2 dreads can reinforce a POCO and then vanish (cyno out) in just 5 minutes. The equivalent fleet in battleships can be detected before it engages, or caught as it leaves. It all comes down to the commitment issue I mentioned earlier.

But I personally think dreads are balanced against POCOs, because during those 5 minutes, the dreads are at a big risk. And, given how easy it is to repair a POCO to 25% and reset the timer, I'm not sure that tactic would achieve much.


Sure, it's possible to snag a 20-man BS crew on the way out ... but it took them seven minutes to get there. The BS crew would have RF'd the PCO, and likely safed up in a nearby hi-sec system by the time the defenders showed up. The only difference is that with the dreads, you have ~3 billion in ships/fittings, as well as a GIANT ******* BEACON telling people you're incoming.


If there are two or more gates in the lowsec system, and they weren't being continuously watched, someone could *easily* slip a 10-20 BS crew into the system and RF the PCO (whilst having a cap or two on standby).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Camios
Sebiestor Tribe
Minmatar Republic
#24 - 2012-01-03 20:33:02 UTC
Ah, BTW: before POCOs I was able to buy some leftovers in the market (you know, that 5000 unit of something you need to make your network running if you missed a timer on an extraction control unit). Now there aren't any leftovers in my market region (Molden Heath).

So I gess that there has been a big restructuring in the PI ecosystem.
Andre Vauban
Federal Defense Union
Gallente Federation
#25 - 2012-01-03 20:33:42 UTC
Jack Dant wrote:
Velicitia wrote:
[quote=Andre Vauban]2 dreads is effectively 10-20 battleships...

His point is that 2 dreads can reinforce a POCO and then vanish (cyno out) in just 5 minutes. The equivalent fleet in battleships can be detected before it engages, or caught as it leaves. It all comes down to the commitment issue I mentioned earlier.

But I personally think dreads are balanced against POCOs, because during those 5 minutes, the dreads are at a big risk. And, given how easy it is to repair a POCO to 25% and reset the timer, I'm not sure that tactic would achieve much.


I 100% agree on your commitment comment. I don't know what the best solution is either, but CCP should look for one.

A few random ideas with very little thought put into them:

1. Capitals cannot aggress a POCO in lowsec
2. POCOs have 10 infinite point disruptors with infinite grid range range that will tackle anything that aggresses it. You need to either burn off grid or reinforce the POCO to get free. POCOs still has no weapons, but you're stuck there for a little bit vulnerable while you are attacking.
3. Something else :)

.

pmchem
Brutor Tribe
Minmatar Republic
#26 - 2012-01-03 21:13:30 UTC
Reacting to a reinforcement attempt is difficult for anyone and ya'll really shouldn't focus on that. You're not even meant to necessarily catch people bringing big gangs or stealthy or high dps ships coming to reinforce a POCO. That's the whole point of a TIMER, which is controlled by the owner.

Someone reinforces your POCO? Check the mail for who it was, sit back, and get ready to defend at your chosen time for it to exit reinforced. CCP doesn't expect people to be on 23/7 to formup gangs to defend things, so they have timers which favor the defender.

Working as intended.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Camios
Sebiestor Tribe
Minmatar Republic
#27 - 2012-01-03 21:31:34 UTC
I actually made a calculation today and I see that Interbus with 17% taxes takes 37% of profit away from me (considering the fact that I have to export and import between different planets to get things done). Time to get these interbus COs destroyed.
Jan'tor
Sebiestor Tribe
Minmatar Republic
#28 - 2012-01-03 21:50:14 UTC
The only story I can share about PCOs is how running the math on them keeps making me want to reference the Laffer Curve, as flawed as that concept can often be.

I'm personally in a situation where my taxes paid would multiply tenfold if my tax rates were lower, and I'm prevented from using more aggressive setups because they just aren't financially viable in the climate I'm in. The fact that tax rates cannot be set by product or by product tier (p1, p2, etc), is stifling my projects quite severely. I know pmchem asked for this a number of times pre-crucible and it would really be helpful. Being able to set different rates on import versus export would also make some of the old setups viable again.
Toku Jiang
Jiang Laboratories and Discovery
#29 - 2012-01-03 23:09:01 UTC
CCP Omen wrote:
Hello and a happy new year!


1. Is there anything related to the Customs Office feature or PI taxes that you think is broken or terrible?

2. Do you think the amount of PvP engagements has changed in EVE as a result of this feature?

3. Do you think the feature has created new opportunities for small to mid-sized corporations?

4. Do you think PI has become more or less relevant in EVE?

5. Do you have any awesome story related to a Player Owned Customs Office?


Best regards
CCP Omen


1. Ya the POCO's themselves. They are way to expensive to put up, and way to easy for someone to take down. In the system that several of us were using some random corps/alliances came in and blew up the POCO's in a low-sec area. We thought eh they will just put some up and we will pay the tax to them, fair enough. Nope. They blew them up and left, now there is nothing. Someone tried putting some up in the system, they were promptly blown up, and still nothing in the system. The corps/alliances have no interest in putting in POCO's (they have stated this), they just want to blow stuff up, target practice for their dreads I think. They simply want to keep the POCO's off line. The alliance doing it is huge, and there is no one around who is going to stop them from doing it. So nearly every system in this area has no POCO's or CO's period.

2. No at least not in our area. Due to the alliance blowing up all the POCO's most of the people have moved out and we no longer have anyone to hunt as they try to move haulers in and out with escorts. Really sad and hurt the areas low-sec PvP fun.

3. Absolutely not, you have in fact done the opposite and killed off any hope of a small or mid size corp of having anything at least where we are. All the small guys left, gone poof on to greener pastures ....... west I heard.

4. PI was relevant the moment you took those goods out of the NPC market and made it up to the player base to make and provide them, POCO's had nothing to do with it.

5. See answer number one. POCO's have hurt our fueling operations for out POS's and killed off any small or mid size corps that we used to PvP against. Now it's either fight the blob alliances (which we won't) or go 35 jumps to find a fight (boring).
Garr Earthbender
Imperial Shipment
Amarr Empire
#30 - 2012-01-03 23:19:27 UTC
Toku Jiang wrote:
Big low sec alliance blew up my POCOs


Seems like a little local market manipulation to me.

-Scissors is overpowered, rock is fine. -Paper

pmchem
Brutor Tribe
Minmatar Republic
#31 - 2012-01-04 01:00:58 UTC  |  Edited by: pmchem
I have a hard time believing pretty much anything Toku Jiang said, as it's wildly divergent from other lowsec reports and his character / corp have absolutely no public killboard history. Obvious alt posting in self-interest or troll is obvious.

edit -- he also previously said this: https://forums.eveonline.com/default.aspx?g=posts&m=286944#post286944
"I don't run missions or rat any more, I only do PI for money and I do it all in high sec 0.5 systems. Essentially I have little risk of pirates, and I can do it all in one or two systems. I use 4 characters 4 with level 4 skills 1 with level 5 and crank out PI materials in large doses. My monthly income is a little over 1 billion per month, it takes about 2 hours every few days to reset the PI setups and haul the materials to a central location."

In other words, he's a highsec extractor who is all angry that he's getting hit by taxes, and is just making stuff up about lowsec since he's unhappy about highsec extraction in the patch.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

RubyPorto
RubysRhymes
#32 - 2012-01-04 01:04:44 UTC
CCP Omen wrote:


1. Is there anything related to the Customs Office feature or PI taxes that you think is broken or terrible?

2. Do you think the amount of PvP engagements has changed in EVE as a result of this feature?

3. Do you think the feature has created new opportunities for small to mid-sized corporations?

4. Do you think PI has become more or less relevant in EVE?

5. Do you have any awesome story related to a Player Owned Customs Office?


1. The Interbus HP makes me Cry, having only done 8-9 so far, but whatever.

More importantly, the inability for non-Sov holding (but Blue Standings) alliance members to drop colonies. The fact that there are bands of alliances that set each other Blue is never going to change, but right now, if you want to let some friends drop Command centers on a planet in your Sov, you either can't, or must have them corp hop to do it. A setting on the POCO (or iHub, or whatever) that would allow standings to affect someones ability to place command centers would be lovely.

2. Dunno about NPC Null and Low, but in Sov space, I don't imagine these being taken down until it's time for mop up operations.

3. Not in Sov space

4. Backbone of the T2 Economy, just like before these.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Scrapyard Bob
EVE University
Ivy League
#33 - 2012-01-04 02:08:57 UTC  |  Edited by: Scrapyard Bob
CCP Omen wrote:
1. Is there anything related to the Customs Office feature or PI taxes that you think is broken or terrible?


There needs to be a way to setup courier contracts to haul goods to/from the POCO/CO to a station. Which would let you farm out your pickups to other people. Which would also allow it to be more of a corporate thing rather then a loose collection of members who happen to make use of low/null POCOs.

POCOs still need a minor fuel requirement (30 days of fuel capacity and about 3M ISK/mo).

Planets still need to have their refill rates adjusted upwards, to support larger numbers of harvest colonies packed onto a single planet without completely trashing the resources harvested for everyone. POCOs encourage people to congregate onto fewer planets then before.

Command Center PG/CPU needs to be boosted so that we can get more out of existing planets, especially if we train up to CCU IV/V skill levels.

Storage facilities on the planet's surface are still inferior to Launchpads, except in the rare case where you are CPU-constrained (harvest planets are always PG-constrained). They need to be bumped to hold 30k m3 and cost about 1/3 the current PG/CPU to make them worth using.

Command center launches need to be boosted to 300-500 m3 per level of the CCU skill, topping out at around 2000-3000 m3 per launch with a top-level Command Center.

CCP Omen wrote:
4. Do you think PI has become more or less relevant in EVE?


Not without more items requiring PI goods for production or for use as fuel. There are still NPC sold goods out there (such as Electronic Parts). And there are still a lot of PI goods which don't have much use in other components.
spookydonut
Caldari Provisions
Caldari State
#34 - 2012-01-04 08:09:39 UTC
As the person in Goonswarm who's been primarily managing our POCOs;

Holy christ allow me to configure every POCO in a system at the same time.

Some sort of feedback when your own corp drops a POCO would be great.

Some sort of feedback when someone destroys the interbus CO in your sov, including who it was.
RubyPorto
RubysRhymes
#35 - 2012-01-04 08:51:29 UTC  |  Edited by: RubyPorto
spookydonut wrote:
As the person in Goonswarm who's been primarily managing our POCOs;

Holy christ allow me to configure every POCO in a system at the same time.

Some sort of feedback when your own corp drops a POCO would be great.

Some sort of feedback when someone destroys the interbus CO in your sov, including who it was.


Yes

Yes

Yes (But not Who and probably best an hour or two after the fact)

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Jack Dant
The Gentlemen of Low Moral Fibre
#36 - 2012-01-04 10:21:44 UTC
Andre Vauban wrote:
2. POCOs have 10 infinite point disruptors with infinite grid range range that will tackle anything that aggresses it. You need to either burn off grid or reinforce the POCO to get free. POCOs still has no weapons, but you're stuck there for a little bit vulnerable while you are attacking.

Too much. But something like a 1-2 randomly switching infinipoints in the 30-40km range would force you to make a decision. Do you want to go close range, max gank, but be somewhat vulnerable? Or long range, lower DPS, but safer? Right now you don't have to choose, you can be max gank and pretty much invulnerable. Also make the POCO lock any attackers (so they can't cloak).

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Jack Dant
The Gentlemen of Low Moral Fibre
#37 - 2012-01-04 10:39:06 UTC
Scrapyard Bob wrote:
POCOs still need a minor fuel requirement (30 days of fuel capacity and about 3M ISK/mo).

Can't support this. The "fire and forget unless shot at" aspect of POCOs is important to let smaller/less organized corps deploy them. Also, you would end with a repeat of the offline towers that must be shot down scenario.

Quote:
Planets still need to have their refill rates adjusted upwards, to support larger numbers of harvest colonies packed onto a single planet without completely trashing the resources harvested for everyone. POCOs encourage people to congregate onto fewer planets then before.

Agreed.

Quote:
Not without more items requiring PI goods for production or for use as fuel. There are still NPC sold goods out there (such as Electronic Parts). And there are still a lot of PI goods which don't have much use in other components.

IIRC, some devs have already mentioned they wanted to "bite the bullet" with technetium and re-do the reaction/T2 production chain to rebalance moon mins. This would be a good chance to integrate more P2-P3 items into the chain. Right now most of them are just intermediate products, so their market is very volatile, much like the simple reaction market.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

RubyPorto
RubysRhymes
#38 - 2012-01-04 11:24:19 UTC
Scrapyard Bob wrote:

Planets still need to have their refill rates adjusted upwards, to support larger numbers of harvest colonies packed onto a single planet without completely trashing the resources harvested for everyone. POCOs encourage people to congregate onto fewer planets then before.


Sounds like you've got two competing forces striving for equilibrium.

Low yield due to competition results in diaspora. High costs to set up and maintain a POCO encourage centralization. The market will determine where the balance lies.

I see no problem there. Moving is relatively painless, due to being able to scan quickly and easily for concentration, while knowing what you're going to get.

I think it's basically what you're asking to happen to Moon Goo. Moving hotspots of value with high logistical and startup costs to catch them. Except that scanning planets isn't a mechanic made of the distilled hatred of an Elder Being.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

CCP Omen
C C P
C C P Alliance
#39 - 2012-01-04 11:38:50 UTC
Thanks for your feedback! Keep it coming.

We are organizing a list of potential actions =)

Regards
Omen

Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison

Jarnis McPieksu
Aliastra
Gallente Federation
#40 - 2012-01-04 12:26:49 UTC
CCP Omen wrote:
Thanks for your feedback! Keep it coming.

We are organizing a list of potential actions =)

Regards
Omen


What is this?

You are CCP. You are supposed to roll out a new feature (POCOs) and then discard it and leave it unfinished for 3 years while you do more :awesome: features (all obviously released half-finished).

You are confusing me. I'm scared. Shocked