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New Planetary Interaction skill ideas

First post
Author
Daichi Yamato
Jabbersnarks and Wonderglass
#21 - 2015-11-24 14:56:10 UTC
Skills that just add plain yield provide players with higher SP more yield for no effort or skill.

A skill id rather see is one that reduces the grid need of links. This way it doesnt add a flat bonus for older players over noobs, instead it allows players to reach deposits on larger planets that they may not have before without having to uproot half their network. It may also allow players to plant an extra extractor or processor. All of which converts to a gain in yield, but to make the most of it you have to know what you're doing.

Second set of changes id like to see from PI is that the extractor area was not scaled with time. As someone who never has a regular week, the amount of time im away from the game fluctuates a lot and it is truly a pain to have to re adjust the position of 60-100 little dots because instead of being away for 48 hours, im going to be gone for 72 hours or more.

So my proposal is this:

1- Extractor program time no longer affects the extractor area size, but longer times still reduce efficiency.

2- Reduce the amount of extractor units per head to four rather than 10.

3- Add a slider that increases the extraction area of units. This could be a slider for each individual unit or a slider that controls the area of all units under that head. Larger areas take more grid and are also less efficient than smaller more focused grids.

this last point effectively replaces the (tedious) gameplay of planting several extractor heads in funny shapes around a single deposit. Instead you only need one extractor unit for each deposit you want to extract from and can then choose to scale it up to the size of the deposit or as much grid as you have left.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Regulus Scyssor
Libertalia.
#22 - 2015-11-24 15:38:07 UTC  |  Edited by: Regulus Scyssor
I find this skill

Custom Code Expertise:

Expertise in cutting through the red tape of customs regulations. Reduces Import and Export empire tax in Customs Offices by 10% per level.

This does not affect InterBus Customs Offices.

is exacly the skill I suggest from my ignorance, lol

I'm still a noob in many fields of this game

Venture is love

Supreme Authority
Blackstar Foundries
Reckless Empire
#23 - 2015-11-24 15:44:53 UTC  |  Edited by: Supreme Authority
Daichi Yamato wrote:
Skills that just add plain yield provide players with higher SP more yield for no effort or skill.

A skill id rather see is one that reduces the grid need of links. This way it doesnt add a flat bonus for older players over noobs, instead it allows players to reach deposits on larger planets that they may not have before without having to uproot half their network. It may also allow players to plant an extra extractor or processor. All of which converts to a gain in yield, but to make the most of it you have to know what you're doing.

Second set of changes id like to see from PI is that the extractor area was not scaled with time. As someone who never has a regular week, the amount of time im away from the game fluctuates a lot and it is truly a pain to have to re adjust the position of 60-100 little dots because instead of being away for 48 hours, im going to be gone for 72 hours or more.

So my proposal is this:

1- Extractor program time no longer affects the extractor area size, but longer times still reduce efficiency.

2- Reduce the amount of extractor units per head to four rather than 10.

3- Add a slider that increases the extraction area of units. This could be a slider for each individual unit or a slider that controls the area of all units under that head. Larger areas take more grid and are also less efficient than smaller more focused grids.

this last point effectively replaces the (tedious) gameplay of planting several extractor heads in funny shapes around a single deposit. Instead you only need one extractor unit for each deposit you want to extract from and can then choose to scale it up to the size of the deposit or as much grid as you have left.

If they were to change the mechanics of how PI works, which would require fairly extensive changes to the code, I'd like to see the ability to set PI station modules in a set form similarly to pre-set and custom probe arrangements. A similar setup for extractor heads would also be cool. What I was suggesting with the skills was a way to change the current system with minimal coding changes needed. Skills are much easier to implement than overhauling the entire system, not that I am against that being done.

I would also love to see bombardment of PI stations and defenses to ward off those attacks as was mentioned earlier in this post as well. I think that would help to change PI from being solely passive income to beginning to create actual content.
Daichi Yamato
Jabbersnarks and Wonderglass
#24 - 2015-11-24 16:20:14 UTC
PI could do with a bit of an overhaul. But my proposed changes are trivial code wise save for maybe adding individual sliders for each extractor unit and taking up more grid.

I would also like to see pre-set formations, but this would still require more clicking than my proposal for essentially the same thing.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Hopelesshobo
Hoboland
#25 - 2015-11-24 17:25:49 UTC
The one thing I would like to see is being able to setup contracts for people to pick up and deliver your PI to/from the planet.

Lowering the average to make you look better since 2012.

Cidanel Afuran
Grant Village
#26 - 2015-11-24 17:52:10 UTC
Supreme Authority wrote:
they are not an isk faucet any more than moon mining is one.


Moon mining is an enormous isk faucet. If anything moon mining and PI need to be nerfed, not buffed. Passive ISK generation is a bad thing
Serendipity Lost
Repo Industries
#27 - 2015-11-24 18:02:20 UTC
Supreme Authority wrote:
Serendipity Lost wrote:
PI is a PITA to set up. Once set up is pretty much free income. It's crazy lucrative right now. It deffo doesn't need to be more.

PROHINT: If your PI isn't paying for your PLEX then you are doing it in the wrong area of eve. Which is the rub with your idea. HS PI sux. HS PI in a busy area really really sux. On the other end of the spectrum WH (-1.0 truesec) is pretty easy and crazy lucrative. PI is pretty well balanced right out of the box. You wanna run missions in HS - you get crappy PI. You want to live out on the edge in WH space - you get a lot of PI income. Risk / reward is pretty good.

If you want to make PI better, figure out a way to bypass the 'death by a 1000 clicks' setup process. Being able to swap stuff in a reasonable fasion would probably go a longer way in making PI more productive. We've all been: 'Sigh, I should swap this setup to (fill in good PI idea), but I only have 3 hours before I go to bed and I don't want to spend half of it swapping a PI setup' at which point we leave the same played out setup for one more day (week, month).

Raising PI output by 25% would overload my process streams - forcing me to train the power grid upgrade skill to 5 just to keep up with the incoming P0 materials.

Power Grid Management affects PI also? That's a new one on me, I was under the impression it only affected ships. Can anyone confirm this? Or did you mean upgrading the command center fully?


The upgrade the thinger fully. (I finished training PI stuff weeks ago, I'm old and it's a little foggy at this point)
Serendipity Lost
Repo Industries
#28 - 2015-11-24 18:13:48 UTC
Cidanel Afuran wrote:
Supreme Authority wrote:
they are not an isk faucet any more than moon mining is one.


Moon mining is an enormous isk faucet. If anything moon mining and PI need to be nerfed, not buffed. Passive ISK generation is a bad thing



It's a semantics thing with the guy you quoted. His point is you don't get isk. You get stuff and trade it for someone elses isk. To him an isk faucet creates isk out of npc stuff.

You refer to it as an isk faucet because you jab it in the side of the eve economy (set up PI or a moon mining POS) and it just sucks the isk out of the economy and into your wallet. All you have to do is get your free PI/goo to market.

Passive isk isn't the same as faucet isk.

You don't like it because it's passive isk aquisition. (me either).

Moon goo is horrible for the game because it is stationary, never depletes and easily controlled by a few. PI is OK for the game because it's open to everyone, follows the risk/reward ethos of the game, depletes and is too common for any single group to monopolize it. The last 2 factors are (in my opinion) and admission by CCP as to how wrong moon goo is. They just need enough faith in their game to cut the moon goo strings. I'm hopeful they will get there in time. The only folks that argue that moon goo is good for the game are its benefactors.
Cidanel Afuran
Grant Village
#29 - 2015-11-24 18:24:12 UTC
Serendipity Lost wrote:
It's a semantics thing with the guy you quoted. His point is you don't get isk. You get stuff and trade it for someone elses isk. To him an isk faucet creates isk out of npc stuff.

You refer to it as an isk faucet because you jab it in the side of the eve economy (set up PI or a moon mining POS) and it just sucks the isk out of the economy and into your wallet. All you have to do is get your free PI/goo to market.

Passive isk isn't the same as faucet isk.

You don't like it because it's passive isk aquisition. (me either).

Moon goo is horrible for the game because it is stationary, never depletes and easily controlled by a few. PI is OK for the game because it's open to everyone, follows the risk/reward ethos of the game, depletes and is too common for any single group to monopolize it. The last 2 factors are (in my opinion) and admission by CCP as to how wrong moon goo is. They just need enough faith in their game to cut the moon goo strings. I'm hopeful they will get there in time. The only folks that argue that moon goo is good for the game are its benefactors.


I understand, I was talking more about moon goo than PI, so this thread probably wasn't the most appropriate place for it. I think You're right about PI, given that it depletes.

I'm OK with moon goo staying in the game, but it definitely needs to deplete. If you aggressively moon mine, it should be possible to have no moon goo in your region for a while. It will never happen though, given how loud the voices of major sov entities are, and how much they want to protect their risk-free income.
Supreme Authority
Blackstar Foundries
Reckless Empire
#30 - 2015-11-24 18:34:46 UTC
Cidanel Afuran wrote:
Serendipity Lost wrote:
It's a semantics thing with the guy you quoted. His point is you don't get isk. You get stuff and trade it for someone elses isk. To him an isk faucet creates isk out of npc stuff.

You refer to it as an isk faucet because you jab it in the side of the eve economy (set up PI or a moon mining POS) and it just sucks the isk out of the economy and into your wallet. All you have to do is get your free PI/goo to market.

Passive isk isn't the same as faucet isk.

You don't like it because it's passive isk aquisition. (me either).

Moon goo is horrible for the game because it is stationary, never depletes and easily controlled by a few. PI is OK for the game because it's open to everyone, follows the risk/reward ethos of the game, depletes and is too common for any single group to monopolize it. The last 2 factors are (in my opinion) and admission by CCP as to how wrong moon goo is. They just need enough faith in their game to cut the moon goo strings. I'm hopeful they will get there in time. The only folks that argue that moon goo is good for the game are its benefactors.


I understand, I was talking more about moon goo than PI, so this thread probably wasn't the most appropriate place for it. I think You're right about PI, given that it depletes.

I'm OK with moon goo staying in the game, but it definitely needs to deplete. If you aggressively moon mine, it should be possible to have no moon goo in your region for a while. It will never happen though, given how loud the voices of major sov entities are, and how much they want to protect their risk-free income.

Reacting and PI in w-space are two of my largest sources of income, both are passive but neither are "safe". I've had people neut and scram me while picking up my PI goods more than once. Reacting can be hijacked by siphons which would cause me to have to either offline it or provide someone with a pvp opportunity while it was killed.
FT Diomedes
The Graduates
#31 - 2015-11-24 18:40:05 UTC
Serendipity Lost wrote:
Cidanel Afuran wrote:
Supreme Authority wrote:
they are not an isk faucet any more than moon mining is one.


Moon mining is an enormous isk faucet. If anything moon mining and PI need to be nerfed, not buffed. Passive ISK generation is a bad thing



It's a semantics thing with the guy you quoted. His point is you don't get isk. You get stuff and trade it for someone elses isk. To him an isk faucet creates isk out of npc stuff.

You refer to it as an isk faucet because you jab it in the side of the eve economy (set up PI or a moon mining POS) and it just sucks the isk out of the economy and into your wallet. All you have to do is get your free PI/goo to market.

Passive isk isn't the same as faucet isk.

You don't like it because it's passive isk aquisition. (me either).

Moon goo is horrible for the game because it is stationary, never depletes and easily controlled by a few. PI is OK for the game because it's open to everyone, follows the risk/reward ethos of the game, depletes and is too common for any single group to monopolize it. The last 2 factors are (in my opinion) and admission by CCP as to how wrong moon goo is. They just need enough faith in their game to cut the moon goo strings. I'm hopeful they will get there in time. The only folks that argue that moon goo is good for the game are its benefactors.


I would love to see moon goo be extracted from moons the same way that planetary materials are extracted from planets. Decentralization is a good thing.

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

Cidanel Afuran
Grant Village
#32 - 2015-11-24 18:42:24 UTC
Supreme Authority wrote:
Reacting and PI in w-space are two of my largest sources of income, both are passive but neither are "safe". I've had people neut and scram me while picking up my PI goods more than once. Reacting can be hijacked by siphons which would cause me to have to either offline it or provide someone with a pvp opportunity while it was killed.


Sure they're safe. Just post a scout/alt on each incoming hole before doing your PI and bug out if you hear the WH activate. I ran reactions solo in a WH for a while and never once saw someone set up a siphon unit
Supreme Authority
Blackstar Foundries
Reckless Empire
#33 - 2015-11-24 18:49:07 UTC
FT Diomedes wrote:
Serendipity Lost wrote:
Cidanel Afuran wrote:
Supreme Authority wrote:
they are not an isk faucet any more than moon mining is one.


Moon mining is an enormous isk faucet. If anything moon mining and PI need to be nerfed, not buffed. Passive ISK generation is a bad thing



It's a semantics thing with the guy you quoted. His point is you don't get isk. You get stuff and trade it for someone elses isk. To him an isk faucet creates isk out of npc stuff.

You refer to it as an isk faucet because you jab it in the side of the eve economy (set up PI or a moon mining POS) and it just sucks the isk out of the economy and into your wallet. All you have to do is get your free PI/goo to market.

Passive isk isn't the same as faucet isk.

You don't like it because it's passive isk aquisition. (me either).

Moon goo is horrible for the game because it is stationary, never depletes and easily controlled by a few. PI is OK for the game because it's open to everyone, follows the risk/reward ethos of the game, depletes and is too common for any single group to monopolize it. The last 2 factors are (in my opinion) and admission by CCP as to how wrong moon goo is. They just need enough faith in their game to cut the moon goo strings. I'm hopeful they will get there in time. The only folks that argue that moon goo is good for the game are its benefactors.


I would love to see moon goo be extracted from moons the same way that planetary materials are extracted from planets. Decentralization is a good thing.

I am hopeful that the citadel changes will include an update to moons and moon harvesting. I'd like to see them able to be mined in w-space, for one thing as it never made logical sense for it not to be possible there, and broader adoption and use of goo throughout the rest of the game while the ground work for such things is still being laid. CCP has a rare opportunity here to revamp one thing while working on another without doubly disrupting markets if they planned it well enough.
Serendipity Lost
Repo Industries
#34 - 2015-11-25 12:11:03 UTC
Supreme Authority wrote:
FT Diomedes wrote:
Serendipity Lost wrote:
Cidanel Afuran wrote:
Supreme Authority wrote:
they are not an isk faucet any more than moon mining is one.


Moon mining is an enormous isk faucet. If anything moon mining and PI need to be nerfed, not buffed. Passive ISK generation is a bad thing



It's a semantics thing with the guy you quoted. His point is you don't get isk. You get stuff and trade it for someone elses isk. To him an isk faucet creates isk out of npc stuff.

You refer to it as an isk faucet because you jab it in the side of the eve economy (set up PI or a moon mining POS) and it just sucks the isk out of the economy and into your wallet. All you have to do is get your free PI/goo to market.

Passive isk isn't the same as faucet isk.

You don't like it because it's passive isk aquisition. (me either).

Moon goo is horrible for the game because it is stationary, never depletes and easily controlled by a few. PI is OK for the game because it's open to everyone, follows the risk/reward ethos of the game, depletes and is too common for any single group to monopolize it. The last 2 factors are (in my opinion) and admission by CCP as to how wrong moon goo is. They just need enough faith in their game to cut the moon goo strings. I'm hopeful they will get there in time. The only folks that argue that moon goo is good for the game are its benefactors.


I would love to see moon goo be extracted from moons the same way that planetary materials are extracted from planets. Decentralization is a good thing.

I am hopeful that the citadel changes will include an update to moons and moon harvesting. I'd like to see them able to be mined in w-space, for one thing as it never made logical sense for it not to be possible there, and broader adoption and use of goo throughout the rest of the game while the ground work for such things is still being laid. CCP has a rare opportunity here to revamp one thing while working on another without doubly disrupting markets if they planned it well enough.



Moon goo in wh isn't currently a good idea. If it gets moved more to PI like system where depletion is a thing, then no harm. It would be too easy for large groups to drop 300 tengus into an R64 wh, **** it and set up a moon mining op. The logistics for wh warfare are pretty crazy and large groups that can spare the resources (small to them, but nearly insrumountable in wh space) would quickly monopolize wh goo as they have null/lowsex goo. It would just allow the same conrolling factions MORE.

For PI, I'm totally serious folks. WH space is just crazy due to all wh space having a truesec of -1. If you're interested in WH PI feel free to send me a mail in game. Some of my guys are borderline brilliant at it. I'm a novice and pretty lazy, but still bring in roughly 100 mil / day using 4 characters.

Here's my routine. Log in PI character. Reset extractors. Move some P1 from the launch pad to the customs every other day or so when the launch pad gets full. On factory planets I drop P1 items into the grinder and my final product comes out. This takes maybe 5 minutes. Every 4th day I get in my trusty PI haulamajiggler and move the P1 stuff from my extractor planets to my factory planets. This takes about 10 minutes.

So during the course of play each day/night I spend 10 - 15 minutes per character when time permits. I do it in between other wh activities, so it's not like it impacts my normal gameplay all that much. I have my extractors set for 2 days cycles, so if I don't get to resetting the extractors on a given day, then it's fine until the next day. Rough estimate is 100 mil / day (and by day I mean roughly an hours worth of work between other things). I use PI to plex one account and have isk left over.(I'm at the marital limit for paid accounts) I don't even do PI every day, and it still works out. Again the 100 mil / day is for 4 characters.

Really, send me a mail.
Serendipity Lost
Repo Industries
#35 - 2015-11-25 12:39:17 UTC
Daichi Yamato wrote:
Skills that just add plain yield provide players with higher SP more yield for no effort or skill.

A skill id rather see is one that reduces the grid need of links. This way it doesnt add a flat bonus for older players over noobs, instead it allows players to reach deposits on larger planets that they may not have before without having to uproot half their network. It may also allow players to plant an extra extractor or processor. All of which converts to a gain in yield, but to make the most of it you have to know what you're doing.

Second set of changes id like to see from PI is that the extractor area was not scaled with time. As someone who never has a regular week, the amount of time im away from the game fluctuates a lot and it is truly a pain to have to re adjust the position of 60-100 little dots because instead of being away for 48 hours, im going to be gone for 72 hours or more.

So my proposal is this:

1- Extractor program time no longer affects the extractor area size, but longer times still reduce efficiency.

2- Reduce the amount of extractor units per head to four rather than 10.

3- Add a slider that increases the extraction area of units. This could be a slider for each individual unit or a slider that controls the area of all units under that head. Larger areas take more grid and are also less efficient than smaller more focused grids.

this last point effectively replaces the (tedious) gameplay of planting several extractor heads in funny shapes around a single deposit. Instead you only need one extractor unit for each deposit you want to extract from and can then choose to scale it up to the size of the deposit or as much grid as you have left.



I like the ability to set up a lot of heads and move them around from week to week. In WH space where planets are lush it's a pretty helpful feature. In HS where planets have little material and 12 guys chewing on it I could see where the larger head coverage would allow casual players to pretty much mop up all the new materials as they spawn. It would remove the benefit of being actively engaged in extraction. Changing the game to minimize players putting effort into something is not good. (This coming from one of the laziest PI guys in new eden - you're idea would benefit me, but step on a lot of folks scraping every dime out of their PI operations).

I'm sorry your RL schedule is kind of wonky (been there done that), but it's a poor basis to minimize the benefits of active game play by others.

Here's the change I would like: I'm setting up a factory planet. I'd like to set up a factor (inputs, outputs, routings and links) and then be able to put a 5 in a box. When I hit OK- 5 factories would appear w/ the proper inputs, outputs, links and routes. I would then be able to slide the 5 factories around as needed, upgrade any links I need to and then hit submit. This new feature would reduce the number of redundant clicks by a factor of (in this case) 5.

Setting up a factory takes a lot of clicks.
1. pick build factory for pull down of options
2. pick normal / advanced factory
3. planet placement click
4. link to launchpad (2 clicks)
5. pick your output
6. route your final product (3 clicks)
7. route input #1 (3 clicks)
8. route input #2 (3clicks)
9. submit

5 X 16 = 80 clicks the current way or 16 plus entering a number my way. Being able to do multiples would open up the option to move facilities around on planets in less than an hour / facility. It would save around 10 mice from an early death each week (this would help to slow global warming and help to save the environment). Runaway medical costs for repetetive wrist/click finger injuries would be greatly reduced. It would cause kittens to purrrrrrr. All wives/girlfriends would suddenly love to do PI for you while you eat that sandwitch they just handed you. There are more less obvious benefits, but you get the point.
Xe'Cara'eos
A Big Enough Lever
#36 - 2015-11-25 15:18:05 UTC
Serendipity Lost wrote:
Cidanel Afuran wrote:
Supreme Authority wrote:
they are not an isk faucet any more than moon mining is one.


Moon mining is an enormous isk faucet. If anything moon mining and PI need to be nerfed, not buffed. Passive ISK generation is a bad thing



It's a semantics thing with the guy you quoted. His point is you don't get isk. You get stuff and trade it for someone elses isk. To him an isk faucet creates isk out of npc stuff.

You refer to it as an isk faucet because you jab it in the side of the eve economy (set up PI or a moon mining POS) and it just sucks the isk out of the economy and into your wallet. All you have to do is get your free PI/goo to market.

Passive isk isn't the same as faucet isk.

You don't like it because it's passive isk aquisition. (me either).


it's not semantics, it's economics 101, an isk faucet is one that 'prints' isk where previously that isk did not exist IN THE WHOLE ECONOMY: selling stuff to NPC's, NPC bounties, mission isk rewards (not lp's), insurance payouts, possibly others I've not thought of
in contrast isk sinks remove isk from the whole economy - buying stuff from NPC's (items, insurance, wardecs, lp stores), taxes by NPC's (trade, customs office and corp)

you are correct enough to refer to it as passive income/isk acquisition, though it's not *entirely* passive, but it is NOT isk generation!




I liked Daichi Yamato's idea.....
I also like the idea of being able to save custom PI setups like custom probe setups

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Serendipity Lost
Repo Industries
#37 - 2015-11-25 17:30:56 UTC
Semantics: the branch of linguistics and logic concerned with meaning. There are a number of branches and subbranches of semantics, including formal semantics, which studies the logical aspects of meaning, such as sense, reference, implication, and logical form, lexical semantics, which studies word meanings and word relations, and conceptual semantics, which studies the cognitive structure of meaning.

It's connotion 101

Xe'Cara'eos
A Big Enough Lever
#38 - 2015-11-25 18:12:34 UTC
Serendipity Lost wrote:
Semantics: the branch of linguistics and logic concerned with meaning. There are a number of branches and subbranches of semantics, including formal semantics, which studies the logical aspects of meaning, such as sense, reference, implication, and logical form, lexical semantics, which studies word meanings and word relations, and conceptual semantics, which studies the cognitive structure of meaning.

It's connotion 101



in that case it's
A not a semantics thing - it IS semantics
B - not just with the guy quoted, with the entire field of economics
also - does semantics include definition?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Amarisen Gream
The.Kin.of.Jupiter
#39 - 2015-11-25 19:48:11 UTC
How about we do this

-New PI Command Structures-
--Just like how the new structures will be fit-able before you deploy them,
--Let CCP redo the Command Centers, upon which we fit them, deploy them to the planet and they deploy and do what they are suppose to do. Extract and build stuff.
--Remove all the scanning stuff, or adjust it.
(and i will need more time to come back to this and fix it)

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Darth Squeemus
Doomheim
#40 - 2015-11-27 03:40:14 UTC
SurrenderMonkey wrote:
Darth Squeemus wrote:
SurrenderMonkey wrote:
Darth Squeemus wrote:
You're generating isk from a planet.



No, you're generating planetary commodities from a planet.


Planetary commodities = isk, do they not? I mean sure, you can choose to use your PI to make things that you're going to use rather than sell, such as fuel, but it still carries a market value. If I have a car that's worth $10k U.S.D., then I have $10k U.S.D. Just because my money is invested into an asset and isn't liquid doesn't mean that I don't have money. And yes, PI is also an isk sink due to such and such, but it pays off in the long run because you're making more than you're spending anyway. If the cost of buying a command center, building costs, and hi sec taxes is greater than your return, then what's the point of even doing PI in the first place. It's an isk faucet because you can set up an installation on I believe up to 6 different planets, set programs on all of them and let them run for a few days, come back, and collect your isk. Oh, sorry. Your commodities, which are basically place holders for isk if you choose to use them as such.




What part of NEW ISK didn't you grasp?

This is very simple ****.

Suppose Bob and Tom are the only two players in the game. They each possess 100 ISK, so the economy has, in total, 200 isk.

Bob makes some PI crap and sells it to Tom for 50 isk. Now Bob has 150 isk and Tom has 50. The economy still has 200 isk, in total. This last bit is only thing you really need to know to determine if it is an "isk faucet".

Calling it an isk faucet is always 100% wrong. That term has a very specific meaning which clearly escapes you.

They are not "placeholders for isk if you choose to use them as such" because it actually requires someone else choosing to use their ISK in the transaction, as well. The quantity of ISK in the economy remains identical - it only changes hands.


Quote:
It could be argued, based on this, that PI is one of the biggest faucets. However PI goods are not the only commodities in EVE, assuming they are even lumped in to that category at all instead of another.


No, that can't be argued. First hint: The section you're looking at is very clearly labelled "NPC MARKET". This is ISK introduced to the economy from an NPC purchasing something from a player. Problematically, there is no NPC market for PI commodities. They don't buy them.

That section is basically various bounty tokens (sleeper blue loot being the largest chunk, overseer's effects, etc.) and actual NPC trade goods (e.g., long-limb roes).


I didn't even bother reading all of this. You're incredibly rude. A response like Supreme Authority's would have been sufficient. You aren't going to shoo me away by condescending me. So I misunderstood what isk faucet meant. Get over yourself, dude.
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