These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Empty Stations, Empty Markets

Author
Lienzo
Amanuensis
#1 - 2016-12-04 16:57:24 UTC  |  Edited by: Lienzo
Whether you are an industrialist, a trader or a pirate, seeing a system with only a smattering of goods for sale at unattractive prices is something we take for granted. There are thousands of derelict stations and only a few hubs. For me, it's something that I find continually disappointing. After more than a decade, one should probably get used to this sort of thing.

What makes it worse is knowing that it's a problem that you can't really solve, even with a dedicated group. You need to be able to fill about six hundred or so market orders just to stock a single station with T2, quite a bit more orders to keep it stocked competitively. It takes a vastly larger number of orders to competitively stock other classes of items. If you build it, they will not come, or likely not for long. It's like shoveling sand without any kind of shoring. If you price goods low, they are most likely to be snapped up and delivered to a hub. This is the normal, inexorable logic of the market to seek transparency and avoid barriers to trade. If traders are primarily interested in making income, then they typically reserve their market slots for hubs, temporary or not.

There are always workarounds of course. Outfits and individuals have goods shipped in just to stockpile them. There is a lot of t he same-day supply chain mechanic going on. Often an alliance will establish a market hub for a few months. The sum of this is not a very satisfying form of space capitalism. I try not to think about my Mammoth idly moored, bored out of its photonic synapses.

The capabilities of backend hardware have expanded dramatically since 2003. Data storage is immensely less, from about 10USD per GB, to pennies. I feel it is reasonable to request an evaluation and update of user capabilities.

If possible, I would like to be able to place a limited number of market orders in an unlimited number of stations. In all practical likelihood, I am going to limit myself just a region. However, I am sure there are a few players who would be willing to travel much more than that, just to stock many, many stations.

If that were a phenomenon, I expect there would be a knock on effect of lots of interstation trading. This would give industrialists more reason to explore the opportunities offered by system industrial indexes. It would also produce a bit more travel through many systems. Further, it would introduce a larger number of competitively priced good to wider range of areas.
Lugh Crow-Slave
#2 - 2016-12-04 17:15:59 UTC  |  Edited by: Lugh Crow-Slave
this.... this guy does know you can set region wide buy orders right?.....right?


i mean i would hate to think he wrote that ramble of a post for no reason buuuut
Lienzo
Amanuensis
#3 - 2016-12-05 02:14:52 UTC  |  Edited by: Lienzo
To clarify, I intend sell orders. Supply side market orders more generally is implied by market stocking. I bolded and italicized the key thesis.
morion
Lighting Build
#4 - 2016-12-05 03:44:28 UTC  |  Edited by: morion
Correct a region buy order often will spawn many locations.

Multiply this effect 13 years x every region.

X hundreds of goods.

Supply side limited selling to 305x orders is well for myself.

Likely limited to a small fraction of a decimal place under 1% of inventory.

I can put to a sell order.

You can sell the stuff to the region buys that it originated from.

From / To others.

Note: with market Citadels now implemented

I have stopped placing region / multi jump buy orders for now.

Accept in the Citadel region for now.

And contracted to the 5x trade hubs.
Lugh Crow-Slave
#5 - 2016-12-05 03:48:00 UTC
Lienzo wrote:
To clarify, I intend sell orders. Supply side market orders more generally is implied by market stocking. I bolded and italicized the key thesis.


you can already sell region wide but an item can only be in one location so yes the buyer needs to go to that station
morion
Lighting Build
#6 - 2016-12-05 04:50:54 UTC  |  Edited by: morion
Lugh Crow-Slave wrote:
Lienzo wrote:
To clarify, I intend sell orders. Supply side market orders more generally is implied by market stocking. I bolded and italicized the key thesis.


you can already sell region wide but an item can only be in one location so yes the buyer needs to go to that station


"but an item can only be in one location" sort of ...

For example : buy tritanium at 8 isk a unit in 1 region wide order at 5 billion units and watch the order fill.

you will see you can indeed have the same item at every location at the same time but do not have the

ability to create enough sell orders to list it.

Buy minerals in 10x regions like that

you find 10x buy orders can easy spawn the "need" for thousands of sell orders.

Or the I don't care if my assets look like a list of all the stations.

Assets becoming locked this way is fine.

Until you toss in Asset recovery fees + variables like broker + Tax fee and access.

Region / multi jump buy order risk spikes sharply toward the buyer.

This results in low or near zero buy prices making the 5x Trade hubs even moor attractive.

To me as a trader.
Lienzo
Amanuensis
#7 - 2016-12-05 06:12:25 UTC
Lugh Crow-Slave wrote:


you can already sell region wide but an item can only be in one location so yes the buyer needs to go to that station


Certainly, anyone can do anything they wish. However, the aggregate of traders tend to do what is incentivized over time. The situation we confront is that even with all this supposed liberty, we still have thousands of vastly understocked stations.

What I want to see is a situation where a new player can acquire ammo, fill up her Hoarder's ammo bay, and then visit stations all day long, and still be able to go and do typical trading between hubs, or manage a lot of more typical orders at her corp's HQ. Along the way, she's bound to experience some interactions with other players that otherwise would not have happened just sitting in a single station, or visiting only a tiny (and shrinking) number of them.

We need a system that encourages traders to fill many stations, encourages pilots to risk being in space, thereby creating a more robust ecosystem. For players that tend not to get involved in production, mainly just acquiring odds and ends, this change would free them from being wedded to export services or from needing a central collection point for their hoarde. If markets are healthier and more competitive everywhere, the odds of their being an healthy consumer base also rises.

Don't mistake it for a supposed panacea. it's just a step in the right direction.
Lugh Crow-Slave
#8 - 2016-12-05 06:32:44 UTC
this will not do that. traders will always go where the trades are. Only way to stop that is to add artificial push/pull mechanics and we don't need devs hands mucking up the pie that is our player run market
morion
Lighting Build
#9 - 2016-12-05 06:48:56 UTC
shoot from the hip ...

1. region multi jump buy order "excluding player market structures" check box

1a. region multi jump order "excluding NPC stations" check box

2. A single sell order 1x of 305X that could list all same type item in a single region for sale

with ability to edit before posting. ( modifying ) ??? don't really like the idea

3. asset search for a item type filtered by region <---------------------------

4. Search for a asset that is within Y jumps of location X

Opening asset type to sell to a 3x jump order
and having it listed in 15x regions is ...

Searching region Z for location X to have every station listed with random junk is ...

unlimited BUY SELL ORDERS i had a reason this was bad.

Lienzo
Amanuensis
#10 - 2016-12-06 03:25:59 UTC
The problem in a nutshell is that we have some three thousand stations in highsec, and nearly that many in lowsec. Meanwhile, we are busy adding new player built stations as well at a remarkable rate. Disconcertingly, but entirely logically, the number of stations that represent places to source a reasonably priced and complete fit for a ship is fairly small. You can see the list over at Eve Market Data's Station Rank Page. However, I believe we are already familiar with the big five.

Five out of five thousand is a dismal ratio. Jita will always be number one, but I'd like to see an environment in which at least fifty hubs exist that are serviceable for the purpose of efficiently fitting a ship.

Mathematically, the problem is not enough market orders per player. Of course, if we just gave people more of the same kinds of orders, most sell orders would still be placed in hubs. If we spread out the some three hundred thousand or so sell orders across all stations, that would only be about sixty orders per station, which is not nearly enough. We need at least as much as a hundred times that many to make many more stations be as useful as a typical alliance hub is today. I think we could settle for just ten to thirty times as many distributed market orders.

It might be reasonable for CCP to reduce the number of stations in existence. I don't think that accomplishes much by itself, and the process would be arduous. Another thing they might consider is that their players might feel a bit more satisfied if the markets of the new structures they build actually do become populated with more than just mainly offshored buy orders.

Some traders will go where the trades already are. Manufacturers though are a different matter. Manufacturers like manufacturing because :mmo: logic. Industrialists will setup shop, then radiate out until they hit their personal comfort level. Hell, they might even find good margins in the process.
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2016-12-06 07:36:32 UTC
...What good does having fifty small hubs do if you still have to go to jita every time you want, say, a faction mod, an isotope that doesn't match the local ice, or anything that resembles a t2 component?

And the station rank page doesn't show citadels, which kind of lessens it's relevance nowadays.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#12 - 2016-12-06 07:51:29 UTC  |  Edited by: Rivr Luzade
Lienzo wrote:
Five out of five thousand is a dismal ratio. Jita will always be number one, but I'd like to see an environment in which at least fifty hubs exist that are serviceable for the purpose of efficiently fitting a ship.

Then get your lazy bottom working and move stuff to these places or get manufacturers produce for you in certain places so that you can sell stuff there. The problem is not "not enough orders per player", the problems are that people -- rightfully and logically so -- want a single place where they can buy all the things they want when they want them. Furthermore, there are also not enough people in the game to make more "big hubs" really necessary. If there were a hundred thousand active players, they would disperse more and make big trade in wider areas pick up pace -- but there are not. Those are the the only reasons behind the low number of big hubs.

If you want to change that, do what I told you above. You do not need to change anything at all in terms of skills, you just need to be less lazy. Your suggestion for more orders per player does not help that, it only makes it possible for very few players to monopolize even more of the markets without any benefit on actual market spreading. Actual player interaction and supply (and demand because those also consume things) conglomerate formations, on the other hand, will do change things and make things better in more than just the market gameplay aspect. However, that would require more players to actually want to build things and not just mindlessly destroy them. vOv

Danika Princip wrote:
And the station rank page doesn't show citadels, which kind of lessens it's relevance nowadays.

A problem that CCP has not fixed in ages. Shows their competence (or rather lack thereof) when it comes to citadels and the "new era". For months now, I cannot check my market orders or contracts that I have running in citadels and whenever EVEMon tells me that a market order has run out or a contract was finished, I have to use the insufficient ingame "tools" to laboriously figure what is going on.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Lienzo
Amanuensis
#13 - 2016-12-06 13:33:05 UTC

Danika Princip wrote:
...What good does having fifty small hubs do if you still have to go to jita every time you want, say, a faction mod, an isotope that doesn't match the local ice, or anything that resembles a t2 component?

And the station rank page doesn't show citadels, which kind of lessens it's relevance nowadays.



It's not realistic to have fifty Jitae. There are a lot of goods, most commonly sporadically sourced goods, which benefit a great deal from being concentrated in a hub. Then you have stuff like reaction components which are also commonly traded there. However, some are not in that category, such as constructed goods. I would like to see a scenario in which a great many stations, including most player owned structures that have a market module, are well stocked with a very extensive collection of T1 and T2 modules and hulls. That requires a lot of stations that have between 2-3k sell orders in them apiece.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#14 - 2016-12-06 14:57:17 UTC
Then do that. However, keep in mind that no one in their right mind is going to buy pre-built construction components for T2 ships or citadels and structures if they are more expensive than Jita, because even in Jita you lose double digit percent of profits compared to building them yourself.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

SurrenderMonkey
State Protectorate
Caldari State
#15 - 2016-12-06 16:46:58 UTC  |  Edited by: SurrenderMonkey
Lienzo wrote:
To clarify, I intend sell orders. Supply side market orders more generally is implied by market stocking. I bolded and italicized the key thesis.


It's hard to register what it is you're asking for. You're not getting a teleporting-goods mechanic, if that's your intent, and you can already remotely set sell orders.

I would worry less about fully stocking a local hub for everything and try to just stock it so _certain_ things can be fully fit. If I have to go to Jita for any one item on my shopping list, I may as well go to Jita for the whole shopping list.

Barges and barge fittings would likely be an easy thing to populate a market for such that 98% of fits could be bought in situ, as there are limited fitting options.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Gadget Helmsdottir
Gadget's Workshop
#16 - 2016-12-06 17:05:04 UTC
And if the items are sold for much lower than Jita... someone could just buy them and transport them to Jita for a profit. 'cause that's where everyone else will be.

Where are these new "hubs" again?

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Danika Princip
GoonWaffe
Goonswarm Federation
#17 - 2016-12-06 19:35:56 UTC
Lienzo wrote:

Danika Princip wrote:
...What good does having fifty small hubs do if you still have to go to jita every time you want, say, a faction mod, an isotope that doesn't match the local ice, or anything that resembles a t2 component?

And the station rank page doesn't show citadels, which kind of lessens it's relevance nowadays.



It's not realistic to have fifty Jitae. There are a lot of goods, most commonly sporadically sourced goods, which benefit a great deal from being concentrated in a hub. Then you have stuff like reaction components which are also commonly traded there. However, some are not in that category, such as constructed goods. I would like to see a scenario in which a great many stations, including most player owned structures that have a market module, are well stocked with a very extensive collection of T1 and T2 modules and hulls. That requires a lot of stations that have between 2-3k sell orders in them apiece.


Why though? If the stuff is more expensive than buying in a hub, or the system doesn't have the stuff you need so you need to go to a hub anyway, where's the advantage?

And, more importantly, what makes you think there's profit in it? If there was, people would already be doing this.
Lienzo
Amanuensis
#18 - 2016-12-07 03:32:45 UTC
SurrenderMonkey wrote:

It's hard to register what it is you're asking for. You're not getting a teleporting-goods mechanic, if that's your intent, and you can already remotely set sell orders.

I would worry less about fully stocking a local hub for everything and try to just stock it so _certain_ things can be fully fit. If I have to go to Jita for any one item on my shopping list, I may as well go to Jita for the whole shopping list.

Barges and barge fittings would likely be an easy thing to populate a market for such that 98% of fits could be bought in situ, as there are limited fitting options.


I am definitely not in favor of any sort of magic teleportation mechanics. That would suppress growth in opportunities for new interstation station trading as well as the objective of getting more traders in space.

If I recall correctly, there are some six hundredish T2 modules, including ammo. I recall that I tried to make a list of all the critical pvp modules for subcaps at some point. Not all of them are essential, but usually it's T2 modules that get stocked in a null or lowsec player hub before most other commodities. Industrialists are usually tied to hubs, and I don't really see that changing soon. Player hubs seem usually be sub 3k market orders. I consider that a good hub for basic fits for end consumers.

As you say, it's not going to have everything, much less have most things competitively priced. Meta goods are particularly nefarious to keep stocked in my experience. You can only source those in quantity in primary hubs and even then it's slow unless you want to lose your shirt. Nothing I've suggested here will plausibly alter that, unless CCP gets a wild hair and introduces meta invention. Many moons ago, and with the aid of popular trader software, I maxed out orders across a couple of characters to help support a particular "new player friendly" alliance's need for non-T2 goods. That's probably why I had to take another vacation after a few months. It was a pretty good operation with few errors, and I only sacrified a few billion isk in the process. A small price to pay to bring the joy of pvp to a new generation.

T2 goods were usually competitively priced even before I got involved, as they are usually the first thing that would get stocked, and the naturally the first category of goods that would become competitively priced. T2 fittings are mainstream because most players hit the plateau to fit and afford them fairly quickly, they can be acquired quickly and reliably, and they are regarded by pvpers as adequate for most situations. Doctrine makers are incentivized to embrace them due to moon holdings naturally. But I digress.

I will attempt to restate my goal as concisely and clearly as possible since it seems to have inspired some unanticipated obfuscation. I would like for all of us to be able to be able to place a small number of sell orders in any station with no cap on the total number of "localized" market orders that we have, provided we have the salable goods located in that station in advance. These would not count against the existing 305 active "global" market orders maximum until you go above the proposed per-station "localized" or free-order limit.

In my rosy understanding of the situation, I imagine players actually visiting each of those stations with goods in tow. However, yes, there are such things as remote market skills, and likely players could make use of contracts to have goods delivered by other players. I see nothing awry with that. They could probably even use large area buy orders to some greater effect, but I think that would be unwieldy for most players. Personally, I doubt I would try to setup kiosks in more than one region per character due to my own personal laziness, but I expect there are some special folks who are much more ambitious than that. I embrace a scenario where they are free to trade until their fingers mutiny, because that is the kind of beautiful thing that makes my little capitalist heart overflow its ledgers.
Cade Windstalker
#19 - 2016-12-07 03:44:02 UTC
This would be abused to hell and gone for scams and in market PvP with people throwing around a lot of sell or buy orders with low range and then higher ones that are system wide that will actually get sold to from the mission hubs.

People move things to and from market hubs because it's convenient. People aren't going to bother roaming around to buy up your goods in most instances, and the few exceptions already have a market presence out in the world now under the current system (ammo, nanite paste, and a few other consumables that tend to be stocked in and around minor mission hubs).

This idea is basically very very low benefit, plenty of potential risk, and it's still going to make the market backend have to deal with more orders which means more lag.
Lienzo
Amanuensis
#20 - 2016-12-07 03:49:21 UTC  |  Edited by: Lienzo
Gadget Helmsdottir wrote:
And if the items are sold for much lower than Jita... someone could just buy them and transport them to Jita for a profit. 'cause that's where everyone else will be.

Where are these new "hubs" again?


Danika Princip wrote:


Why though? If the stuff is more expensive than buying in a hub, or the system doesn't have the stuff you need so you need to go to a hub anyway, where's the advantage?

And, more importantly, what makes you think there's profit in it? If there was, people would already be doing this.


Nothing wrong with that. Trade tends to erode market failures.

I don't know where the minor-hubs would be. Probably wherever players tend to gather a little more often. If Jita is a Yule tree, the bonus orders would make more of a skirt.

To abuse everyone's good sense with terrible analogies, like molasse or bands of eroded sediment that surround an orogeny. Yeah, that's pretty bad. That stays in for sure.

Realistically though, I think there are a couple of categories of goods that resellers aren't likely to touch. For example, T1 frigates and cruisers. Most manufacturers are aware that it's more efficient to truck in the minerals and build them on site, even without compression. I doubt traders will bother with those, which may give merchandizers some incentive to pad their margins as much as their resident competition will allow. Whether or not that's a good deal is up to the consumer.
12Next page