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EVE New Citizens Q&A

 
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ISK Limit

First post
Author
78 Aster
Perkone
Caldari State
#1 - 2016-12-15 23:24:30 UTC
Seeing as how the market has fluctuations and follows the same rules as a real market, I grew to a question... How much Isk is there in Eve, or, New Eden. There must be a limit for this type of market to exist or NPC prices would not need to change and you could always sell at the estimate price. Is the number in the Septillions? Or more like 4.8E+49?

Born Caldari, Raised Minmatar

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#2 - 2016-12-15 23:40:31 UTC
78 Aster wrote:
Seeing as how the market has fluctuations and follows the same rules as a real market, I grew to a question... How much Isk is there in Eve, or, New Eden. There must be a limit for this type of market to exist or NPC prices would not need to change and you could always sell at the estimate price. Is the number in the Septillions? Or more like 4.8E+49?



The Majority of the market is real people.

For isk in game, you're looking at a total of about a quadrillion.

(No, there's no hard cap on how much ISK exists.)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

ergherhdfgh
Imperial Academy
Amarr Empire
#3 - 2016-12-16 00:55:58 UTC
78 Aster wrote:
or NPC prices would not need to change and you could always sell at the estimate price.

pretty much the only things that are sold by NPCs is skillbooks and BPOs. As far as I know the price of neither of those has changed since the game was released.

Nearly everything on the Eve market is sold by players. If you are buying something you are buying from another player and if you are selling something you are selling to another player.

The only NPC buy orders that I am aware of is the DED ones for "blue loot" and "Overseers Effects" both of which are essentially bounties that you need to turn in an item to receive.

TL;dr
Pretty much everything bought and sold on the market is from one player to another.

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Iria Ahrens
Space Perverts and Forum Pirates
#4 - 2016-12-16 02:50:55 UTC
ShahFluffers
Ice Fire Warriors
#5 - 2016-12-16 03:42:04 UTC
This is a monthly chart from the DEVs on how much ISK is being generated (see: "ISK Faucet") and and removed (see: "ISK Sink") by the game.

http://content.eveonline.com/www/newssystem/media/70766/1/9a_sinksfaucets.png

In the month of November alone...

- 85.6127 TRILLION isk was generated
- 68.9919 TRILLION isk was removed

Someone else who pays more attention to this can tell me if that looks normal or not.
SurrenderMonkey
State Protectorate
Caldari State
#6 - 2016-12-16 04:36:38 UTC
78 Aster wrote:
There must be a limit for this type of market to exist or NPC prices would not need to change


:blink:

There are relatively few items with an "NPC price", and most are fairly static.

-BPOs
-Skillbooks. Most of them, anyway.
-Blue loot, bounty tokens, security tags, overseer's effects (basically a whole set of "bounty replacement" type things)
-The generic and largely functionless "trade goods" that are bought, moved, and resold in the age old tradition of the space-trader stereotype (I'm not sure anyone really _does_ this anymore)

And maybe a few other miscellaneous things.

Most everything else is harvested, built, earned, or otherwise acquired, and sold by, players.

"Help, I'm bored with missions!"

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

Iria Ahrens
Space Perverts and Forum Pirates
#7 - 2016-12-16 05:30:28 UTC
SurrenderMonkey wrote:
78 Aster wrote:
There must be a limit for this type of market to exist or NPC prices would not need to change


:blink:

There are relatively few items with an "NPC price", and most are fairly static.

-BPOs
-Skillbooks. Most of them, anyway.
-Blue loot, bounty tokens, security tags, overseer's effects (basically a whole set of "bounty replacement" type things)
-The generic and largely functionless "trade goods" that are bought, moved, and resold in the age old tradition of the space-trader stereotype (I'm not sure anyone really _does_ this anymore)

And maybe a few other miscellaneous things.

Most everything else is harvested, built, earned, or otherwise acquired, and sold by, players.


Many of those generic and largely functionless "trade goods" are PI materials now. There are some exceptions still, like "slaves" and "dancers."


Devs have said that their eventual goal is for everything to be player made, and to remove npc vendors from the system entirely. I suppose the next step will be when they can incorporate the other trade goods as ingredients or something.

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Lena Crews
Corporate Navy Police Force
Sleep Reapers
#8 - 2016-12-16 17:15:56 UTC
SurrenderMonkey wrote:
78 Aster wrote:
There must be a limit for this type of market to exist or NPC prices would not need to change


:blink:

There are relatively few items with an "NPC price", and most are fairly static.

-BPOs
-Skillbooks. Most of them, anyway.
-Blue loot, bounty tokens, security tags, overseer's effects (basically a whole set of "bounty replacement" type things)
-The generic and largely functionless "trade goods" that are bought, moved, and resold in the age old tradition of the space-trader stereotype (I'm not sure anyone really _does_ this anymore)

And maybe a few other miscellaneous things.

Most everything else is harvested, built, earned, or otherwise acquired, and sold by, players.


A bit of off-topic curiosity... I assume that when the game began they seeded the markets with stuff rather than waiting for players to mine/mission enough in their rookie ships to build stuff.

Any older players remember when that stopped?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#9 - 2016-12-16 19:24:29 UTC
Lena Crews wrote:
SurrenderMonkey wrote:
78 Aster wrote:
There must be a limit for this type of market to exist or NPC prices would not need to change


:blink:

There are relatively few items with an "NPC price", and most are fairly static.

-BPOs
-Skillbooks. Most of them, anyway.
-Blue loot, bounty tokens, security tags, overseer's effects (basically a whole set of "bounty replacement" type things)
-The generic and largely functionless "trade goods" that are bought, moved, and resold in the age old tradition of the space-trader stereotype (I'm not sure anyone really _does_ this anymore)

And maybe a few other miscellaneous things.

Most everything else is harvested, built, earned, or otherwise acquired, and sold by, players.


A bit of off-topic curiosity... I assume that when the game began they seeded the markets with stuff rather than waiting for players to mine/mission enough in their rookie ships to build stuff.

Any older players remember when that stopped?



Yes, originally there was seeding by CCP.

It took a fair time to remove them. But it was pretty much complete by the time I started playing around 5 years ago.

iirc, the last _major_ change was the introduction of PI. Which was Tyrannis, May 2010

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

SurrenderMonkey
State Protectorate
Caldari State
#10 - 2016-12-16 20:22:55 UTC
Steve Ronuken wrote:
Lena Crews wrote:
SurrenderMonkey wrote:
78 Aster wrote:
There must be a limit for this type of market to exist or NPC prices would not need to change


:blink:

There are relatively few items with an "NPC price", and most are fairly static.

-BPOs
-Skillbooks. Most of them, anyway.
-Blue loot, bounty tokens, security tags, overseer's effects (basically a whole set of "bounty replacement" type things)
-The generic and largely functionless "trade goods" that are bought, moved, and resold in the age old tradition of the space-trader stereotype (I'm not sure anyone really _does_ this anymore)

And maybe a few other miscellaneous things.

Most everything else is harvested, built, earned, or otherwise acquired, and sold by, players.


A bit of off-topic curiosity... I assume that when the game began they seeded the markets with stuff rather than waiting for players to mine/mission enough in their rookie ships to build stuff.

Any older players remember when that stopped?



Yes, originally there was seeding by CCP.

It took a fair time to remove them. But it was pretty much complete by the time I started playing around 5 years ago.

iirc, the last _major_ change was the introduction of PI. Which was Tyrannis, May 2010


Yep. There are a handful of NPC-seeded items left that are still relevant in production, etc.

Offhand:
Hydrogen batteries (some shield mods, iirc)
Reports (some research jobs)
Data sheets (some research jobs)
Garbage (drugs)
Hydrochloric Acid (drugs)
Electronic Parts (warp bubbles)

Probably a few others vOv.

"Help, I'm bored with missions!"

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

Mara Rinn
Cosmic Goo Convertor
#11 - 2016-12-16 20:37:36 UTC
Lena Crews wrote:
A bit of off-topic curiosity... I assume that when the game began they seeded the markets with stuff rather than waiting for players to mine/mission enough in their rookie ships to build stuff.

Any older players remember when that stopped?


The one I remember most fondly was the removal of shuttles, which basically set a ceiling price for titanium. If Tritanium exceeded a certain price, people would buy shuttles and reprocess them instead. So CCP introduced BPOs for shuttles and NPCs stopped selling them. From memory the old ceiling price was in the order of 3ISK/unit.

Unrelated to NPC markets, recent changes to drone loot and reprocessing also affected the mineral market. Back in the day drones used to drop "compounds" which were basically superdense ores, that reprocessed into various minerals. People in the Drone Regions were especially fond of "gun mining" where they just shoot drones all day and carry the compounds back to their assembly lines, or to hisec for sale.

If CCP was to "reset" EVE today, it would still be possible to bootstrap an economy quite quickly.
gfldex
#12 - 2016-12-17 12:23:24 UTC
Lena Crews wrote:
Any older players remember when that stopped?


Buy orders for mins where removed less then 2 years after release. They provided a low margin and players where asking for much more anyway. Sell orders for T1 items where removed much earlier. Neither played much of a role. The economy was player driven right from the start.

If you take all the sand out of the box, only the cat poo will remain.