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Resource Scarcity in EVE Online - Can It Be Done?

Author
Thor Kerrigan
Guardians of Asceticism
#61 - 2012-01-15 16:58:55 UTC
W1rlW1nd wrote:
Thor Kerrigan wrote:
I see there are some obvious pros and cons raised and I'd like to address a few points here.

...

As you can see, if the region next door was not drained of resources and respawns remained at 100%, even your miner toons will hop into PVP ships when war is declared :P. Now while the new region begins to be drained of resources, the original region would start slowing increasing its respawn quantities (this is one iteration of the soft cap).
...



Effectively this was ALREADY tried by CCP some years ago, and it failed.

Whenerver a resource would deplete in one region or system, and be abundant in another-- it did not generate 'exciting PVP and war', it generated petitions, player complaints, and people who would rather go play some other game.

EVE is not the only video game in existance; if you remove something people are used to and generate a sense of unfairness in its place, all of a sudden /other/ games look a whole lot more fun to play.

The exciting thing you are imagining would happen... did not happen.



You are describing a change where people would notice scarcity over a few days or even weeks. The goal would be to have people tell themselves "Hey, I used to mine 20 hours a day last year and only needed to change systems once. Today I need to change systems 4 times" or "Hey, didn't these NPC battleships used to be worth 1.4 mil? they are only 0.9 mil now". CCP already introduced this idea with the removal of agent quality, which I thought was a great step forward making EVE more interesting.

Said miner/mission runner could jump 2-3 systems away and find the same rewards he or she had a year ago. The cunning player would realize rewards are actually doubled in the most underfarmed region of space and move there.

I have no proof of this, but I get the impression Caldari space is the most crowded, with Gallente/Amarr being pretty equal and Minmatar being the underdog. For the sake of the example, let's assume this is true. This would mean rewards would be the greatest in Minmatar space in one year, no change to Gallente/Amarr and Caldari becoming the underdog in rewards. Now here is the interesting turn of events: as rewards in Minmatar space are now recognized as the best across the empire, it draws players mainly from Caldari space, but also some from Gallente and Amarr, resulting in a Minmatar space even more crowded than Caldari was at first. The rest, well, depends on the actions/decisions of all of us.

As a wise man once said: "Nature always finds a way."
Thor Kerrigan
Guardians of Asceticism
#62 - 2012-01-15 17:29:38 UTC
RubyPorto wrote:
Thor Kerrigan wrote:
RubyPorto wrote:
Thor Kerrigan wrote:

[post #2]

[text]

[text]


If you kept the movement within the security bands, you'd affect Hisec not at all, Lowsec a teeny bit, maybe (besides moons, what resources does lowsec got?), and nullsec very little (nobody mines in null, good ratting space isn't what people go to war over, etc).

Look at Wormholes. The spawning mechanic for Anoms there is that they will despawn when cleared and spawn somewhere else, leading them to pile up in unused systems. Are their fights over those systems? Nope. Do people move to follow those systems? Nope.


Well you can't deny people moving from regions of highsec will affect trade hubs (and not only the 4--5 major ones, but also the local ones such as Nonni/Torrinos in Caldari space, for instance). Even the simple fact of moving to another area of highsec opens new and different doors when it comes down to exploration, joining new corps, meeting new players, entering nullsec. It is the very least this will accomplish.

Moving on to lowsec. Although this is almost food for a completely different thread, there are tons of rewards in there provided you have basic knowledge of PVP and how to avoid it. Among others, level 5 missions, the occasional rare gas clouds (cytocerocin types), cruiser-size exploration loot and simply better level 4 mission rewards... this would make the lowsec of the most under-populated highsec regions THAT MUCH MORE profitable. As it stands, a level 5 rewards you around 50-100 mil after lp conversion. If rewards are doubled in the underused regions, this just skyrockets to 100-200 mil rewards for a single level 5 mission... what? I try to avoid speaking about lowsec in here even if this is the region I have the most experience in, simply because I do not want to start yet another "move people to lowsec" thread.

Now to 0.0 - seriously? You do not think good anomalies is what brings those 1000's of people to join alliances? Once all your miners and ratters have moved on to join other corps, who is left in your alliance? CEO's, Manufacturers and the few leet pvper's? Good luck defending your space now against the 1000's of ratters that left your corp 2 months ago lol. Everyone I know joins alliances when they need to make ISK. The PVP aspect is yet just another bonus but also a curse, since you can essentially PVP while living in lowsec without those *beloved* call to arms. Some take the 100% corp tax during fleet ops very seriously...
Thor Kerrigan
Guardians of Asceticism
#63 - 2012-01-16 04:04:51 UTC
Concerning player time + effort as the current main driving element for scarcity:

This essentially means conflict for resources will only happen when entire sectors of space get depleted of ore before downtime; be it a region, all of highsec or the entire universe. This would also be much harder to accomplish with anomalies or missions. We would need what, like 5-10 times more active players? At this point, CCP will no doubt introduce more space for those new players be having a 5-10 times greater income and therefore being able to support such a large cluster...

Unless some sort of arbitrary "soft cap" or "hard cap" is set - which can always be rebalanced during patches, etc, etc - people will always feel resources are unlimited since even farming 23.5/7 never makes a difference on the availability.

So yes, you are right when you say there is no such thing as "infinite resources" in EVE, but no one really cares if they can farm it for as long as they wish. In conclusion, we will never see "fighting for resources" as there is no real reason to do so.

Why should "controlling the tech moons" or "I hate you guys" be the only real incentive to wage war? Seems to me there is room for improvement... and if not resource scarcity, please enlighten me (but do not troll me cause I'll troll you back ;..;).
Mors Sanctitatis
Death of Virtue
#64 - 2012-01-16 06:48:11 UTC
LOOOOVING all the "OP is a big dumb stupidhead" comments. (not really)

What is it about discussing making the game more competitive and PVP oriented (in all things) that brings out the "your idea is stupid!" people? I mean, not a single reply voicing disagreement with the OP has any semblance of a reasonable argument and/or any intelligence what so ever. Are all the carebears really that stupid? Anyway, I digress. On to the matter at hand:

I think that the OP is on to something, but the idea is too simple and broad. Some quick thoughts:

PVP is always better than no PVP (in EVE), in all things. This is a basic truth.

Currently there is little to no resource PVP in EVE for the majority of resource types. Example: on a percentage basis, I'm sure less than 1% of all the Trit available in EVE is mined per day. This doesn't even begin to cover mineral streams from other resources (rogue drones, recycled loot drops).

Having any resource go to zero is unacceptable.

Anything static in the game, resource wise, is most likely bad.


Some refined ideas to build upon the OP's concepts:

I think that the general concept is okay, but let's build in some thresholds-

As areas are over-mined the resources should have continually reduced respawn rates until a lower threshold is reached, say 5% of the normal respawn rate, at which point the rate will never decrease. There will always be a tiny amount regenerating, but so little that it won't be worthwhile. Also, since respawns are no longer tied to downtimes, this will be more viable for players who don't have the downtime in the middle of their optimal play hours.

In order for the above to have any benefit, "mining with guns" needs to stop. Right now. Mission runners should loot BPCs and Rogue Drones should drop something else entirely. Possibly advanced drone parts to make specialty/more advanced drones. When was the last time drone users got any love?

Everything needs to be able to be depleted to the point of near uselessness. The population pressures will push players into little used high sec and low sec systems for additional resources. There are VAST areas of systems with little to no population. Further more, when was the last time you heard of anyone getting in a turf war over asteroid belts? I'm betting never. All those easily defensible dead end low sec systems would become gold mines (no pun intended), just for their ore.

Carebears/botters don't want anything to happen to the status quo because they'll lose their "free" revenue stream. True miners will see the value of the above. All of a sudden a highly skilled miner's time will skyrocket as the price for minerals increases and surprise surprise- miners are the *only* characters in game that can generate the raw materials that everyone else needs to exist. A high quality mining team should be held in high regard, not be seen as the biggest joke in EVE as they currently are. And if you think otherwise, you're probably one of those miners that everyone laughs at behind your back.

So do I think we need a capped economy or finite resources? No. But I do think we need a dynamic resource distribution system and for resources to be nearly depletable, particularly in high sec.

One other thing: player ship wrecks: in addition to traditional salvage, miners should be able to "recycle" them for pure minerals. Player's ship wrecks should be extremely valuable in comparison to any NPC wreck, by two or three orders of magnitude.

That reminds me... I need to write a post about my collective thoughts on mining...
Professor Humbert
Project Fruit House
#65 - 2012-01-16 07:27:11 UTC
Almost all activities in EVE have some element of competition; anomalies, mining high-end minerals, moonmining, securing a public copy slot, etc etc. Even trading in a small scale has fierce competition among the users.
These competitive elements lead to user conflicts, be it a direct shootout or just a matter of who can be online longer... These conflicts make EVE what it is.

However, missioning is the only activity that lacks any competitive element.

Currently all missions are handed out instantaneously when you ask an agent, leading to the unlimited resource issue OP mentioned.

How about if we change the mission system into public biddings?

For example:

An agent lists X number of his/her missions (along with the infos on the mission type, location, max. available reward budget, time limit, bonus reward, etc) every Y minutes open for Z minutes.

When the bid is closed, the pilot who submitted the lowest reward gets the mission.




Adunh Slavy
#66 - 2012-01-16 07:47:50 UTC  |  Edited by: Adunh Slavy
Did not read entire thread ...

Except for a few one off ships and items, there is only one thing in Eve that is limited, that element is time. Sadly in Eve, there are more than a few activities that generate more then one kind of resource at the same time. These duel role activities need to be reformed.

By narrowing the types of resources generated by any one activity, more seeming scarcity will be generated - more time from the players will be required to generate the same amount of raw materials.

Consider the example of widgets and foos. Suppose that an activity generates 10 widgets and 10 foos for one hour of play time. We could say that each item is worth 1/20th of an hour. But suppose that only 10 widgets are generated for one hour at the activity, widgets are now worth 1/10th of an hour, and someone else needs to pick up on foo production with another hour of game play.

It is time for CCP to start paying attention to divisions of labor, specialization and relativity inelastic consumables.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Mara Rinn
Cosmic Goo Convertor
#67 - 2012-01-16 08:33:36 UTC  |  Edited by: Mara Rinn
Thor Kerrigan wrote:
This essentially means conflict for resources will only happen when entire sectors of space get depleted of ore before downtime; be it a region, all of highsec or the entire universe.


This could be accomplished by moving all ores to grav sites. Since exploration sites are spawned on timers based on when the last one was exploited, there will be no advantage to being the first to log on after DT.

Moving ores to grav sites will also have the pleasant side effect of allowing players to artificially control scarcity: grav sites will naturally despawn mere hours after they've been visited. So to boost your profits, you want to despawn all the grav sites that you do not have the time to harvest.

Thor Kerrigan wrote:
This would also be much harder to accomplish with anomalies or missions.


Why do you say this? For anomalies, it's just a matter of tweaking respawn timers. For missions, there have been numerous suggestions over the years of limiting the number per hour, number per capsuleer, number per agent, providing a token exchange mechanism to trade in mission rights, etc.

Everything in EVE can be controlled in terms of supply and exploitation rates.
Halcyon Ingenium
Caldari Provisions
Caldari State
#68 - 2012-01-16 08:42:13 UTC
This:

Mara Rinn wrote:


Moving ores to grav sites will also have the pleasant side effect of allowing players to artificially control scarcity: grav sites will naturally despawn mere hours after they've been visited. So to boost your profits, you want to despawn all the grav sites that you do not have the time to harvest.



Calls into question the validity of this claim:

Mara Rinn wrote:


This could be accomplished by moving all ores to grav sites. Since exploration sites are spawned on timers based on when the last one was exploited, there will be no advantage to being the first to log on after DT.

By the way, since we're already talking, do you want to buy a rifter? I've got the cheapest rifters in Metropolis. If you can find a cheaper rifter, buy it!

Mara Rinn
Cosmic Goo Convertor
#69 - 2012-01-16 08:52:42 UTC
Halcyon Ingenium wrote:
This:

Mara Rinn wrote:


Moving ores to grav sites will also have the pleasant side effect of allowing players to artificially control scarcity: grav sites will naturally despawn mere hours after they've been visited. So to boost your profits, you want to despawn all the grav sites that you do not have the time to harvest.



Calls into question the validity of this claim:

Mara Rinn wrote:


This could be accomplished by moving all ores to grav sites. Since exploration sites are spawned on timers based on when the last one was exploited, there will be no advantage to being the first to log on after DT.


Not at all.

You visit the site, so some time later (tens of minutes?) it despawns, then on its timer it will respawn elsewhere. You only get to exercise veto rights on sites that you probe down while you are online and playing. Since the site will respawn even after you've stopped playing, being first on after DT provides you with at most the power to veto a site that noone else has scanned down yet.

If you play during the opposite hours of the day to regular downtime, you will only perceive a higher availability of ores during your play time, regardless of the efforts people in other timezones have expended in vetoing grav sites. This is a far cry from the current situation of asteroid belts being depleted within hours of DT by the ravenous Australian hordes.
Halcyon Ingenium
Caldari Provisions
Caldari State
#70 - 2012-01-16 08:57:33 UTC
Mara Rinn wrote:
Halcyon Ingenium wrote:
This:

Mara Rinn wrote:


Moving ores to grav sites will also have the pleasant side effect of allowing players to artificially control scarcity: grav sites will naturally despawn mere hours after they've been visited. So to boost your profits, you want to despawn all the grav sites that you do not have the time to harvest.



Calls into question the validity of this claim:

Mara Rinn wrote:


This could be accomplished by moving all ores to grav sites. Since exploration sites are spawned on timers based on when the last one was exploited, there will be no advantage to being the first to log on after DT.


Not at all.

You visit the site, so some time later (tens of minutes?) it despawns, then on its timer it will respawn elsewhere. You only get to exercise veto rights on sites that you probe down while you are online and playing. Since the site will respawn even after you've stopped playing, being first on after DT provides you with at most the power to veto a site that noone else has scanned down yet.

If you play during the opposite hours of the day to regular downtime, you will only perceive a higher availability of ores during your play time, regardless of the efforts people in other timezones have expended in vetoing grav sites. This is a far cry from the current situation of asteroid belts being depleted within hours of DT by the ravenous Australian hordes.


Yes thank you. I don't necessarily disagree with you, I just wanted that fleshed out a bit more. Personally I'd be willing to go the grav site direction, I've suggested as much in the past.

By the way, since we're already talking, do you want to buy a rifter? I've got the cheapest rifters in Metropolis. If you can find a cheaper rifter, buy it!

ariana ailith
Dukalin
#71 - 2012-01-16 09:22:32 UTC
Thor Kerrigan wrote:


What do you fight over When you PVP?



They fight for the only thing that runs out in EVE. The number of systems available/they can control.

Simple as that. No more no less.
Valei Khurelem
#72 - 2012-01-16 09:30:33 UTC
Either that, or they run around ganking industrials and noob players for cheap lulz.

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

Talak Nar
Unconventional Warfare
#73 - 2012-01-16 10:08:06 UTC
Haven't read the whole thread, but I think the idea is a brilliant concept.

Pvpers and miners would be forced to work together, you'd actually have to actively defend resources and those collecting them.

It would also create actual corporations, as currently we just have lots of groups of people doing 1 thing, which is more like a company, than a corporation.

Having an actual reason to fight would be fantastic.
Jace Errata
Caldari Provisions
Caldari State
#74 - 2012-01-16 12:58:29 UTC
+1 to Option 1. :)

tweeten

One day they woke me up so I could live forever

It's such a shame the same will never happen to you

Tres Farmer
Gallente Federation Intelligence Service
#75 - 2012-01-16 16:14:49 UTC  |  Edited by: Tres Farmer
Adunh Slavy wrote:
Did not read entire thread ...

Except for a few one off ships and items, there is only one thing in Eve that is limited, that element is time. Sadly in Eve, there are more than a few activities that generate more then one kind of resource at the same time. These duel role activities need to be reformed.

By narrowing the types of resources generated by any one activity, more seeming scarcity will be generated - more time from the players will be required to generate the same amount of raw materials.

Consider the example of widgets and foos. Suppose that an activity generates 10 widgets and 10 foos for one hour of play time. We could say that each item is worth 1/20th of an hour. But suppose that only 10 widgets are generated for one hour at the activity, widgets are now worth 1/10th of an hour, and someone else needs to pick up on foo production with another hour of game play.

It is time for CCP to start paying attention to divisions of labor, specialization and relativity inelastic consumables.

Don't forget ease of travel in this...

The infrastructure of today compared with what was possible 4-5 years ago is impressive.
Where you had to escort industrials or freighters and could only live out of POS you now have outposts and all kinds of shortcuts.
Vaerah Vahrokha
Vahrokh Consulting
#76 - 2012-01-16 16:26:15 UTC
Professor Humbert wrote:
Almost all activities in EVE have some element of competition; anomalies, mining high-end minerals, moonmining, securing a public copy slot, etc etc. Even trading in a small scale has fierce competition among the users.
These competitive elements lead to user conflicts, be it a direct shootout or just a matter of who can be online longer... These conflicts make EVE what it is.

However, missioning is the only activity that lacks any competitive element.

Currently all missions are handed out instantaneously when you ask an agent, leading to the unlimited resource issue OP mentioned.

How about if we change the mission system into public biddings?



It's called "LP store", people bid their LP or the resulting mods at the lowest price.
Herzog Wolfhammer
Sigma Special Tactics Group
#77 - 2012-01-16 17:59:03 UTC
To give you all an example of what "fun" scarcity brings, go to the C& P forum and check out the two threads pertaining to the shutting down of highsec incursions.

It's more of a case of "denial of abundance", which is enough of a point of conflict as it is, that raises the ire of so many players.

That is but a small example of how scarcity and limited resources can really liven things up around here.


Bring back DEEEEP Space!

Atticus Lowa
Lowa Corp Industries and Security
#78 - 2012-01-16 21:38:35 UTC
I like the idea of resource scarcity, but to COMPLETLY depelete all resources is a bad idea, eventaully that factor ALONE will kill eve.

the idea should be to SIMULATE not actually create, perhaps it takes much longer to regenerate resources and you have to let it "rest" to replenish or something or get little.

would help to create an incentive to mine in lower-sec.

still the only issue is that here there are no personal concerns for total economic collapse, people just leave the game entierly if that happens, in RL we starve if that happens.
Hainnz
Imperial Academy
Amarr Empire
#79 - 2012-01-16 23:52:22 UTC
Atticus Lowa wrote:
still the only issue is that here there are no personal concerns for total economic collapse, people just leave the game entierly if that happens, in RL we starve if that happens.


This. There can only be so much forcing of players to do something they don't want to do before they just say screw it and leave. Any sort of slightly rational person won't play this game if they aren't having fun. Scarcity would, IMO, make people want to avoid PVP even more, not seek it out.

Besides, there is plenty of PVP to be had in this game. Go slow boating through the nearest npc null-sec region, you will find some pvp I promise. :)

If CCP wants to promote more PVP, they would have to tackle it from the direction of making it more appealing, not less.
Thor Kerrigan
Guardians of Asceticism
#80 - 2012-01-17 00:30:54 UTC
Here is more food for thought concerning ratting in nullsec:

So yes, some people will fight for "control over moons" or "more area of space", but these reasons only really motivate CEOs and their macroing assistants (I don't mean bots, but people who play EVE using the galaxy map rather than regular ship view).

Your average alliance member, which constitute likely around 90%, he/she will fight when either forced by CTAs or under the premise of "securing" and "defending" space. Yes, you are told a certain op will make the alliance richer, but few actually get rewarded for their efforts in war. Participation in combat is seen more like a "duty in order to keep living" rather than "means to an end". Once combat withers, we celebrate killmails and go back to the reason most of us actually joined in the first place: mining, ratting, exploration or small-scale PVP.

The reason behind this is because there is no significant difference living in region A or in region B when it comes down to ISK/hour. To the established alliances, not much drives their core to attack elsewhere.

With resource scarcity, you can now have regions being two-to-three times more profitable, giving all participants a reasonable incentive to fight for.

But the implications of scarcity do not stop here: assuming only two major alliances start war over "High-Income Region A" [HIRA] and alliance 1 has 1000 members while alliance 2 has 2000 members. Alliance 2 takes possession of HIRA but soon realizes the region can only support 500 active members... I leave it to your imagination on the dozens of the possibles outcomes from here. My personal favorite is "alliance 2 trims the fat and reduces its size to 500 members... then gets overrun by alliance 1... "