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Fixing Eve's economy

First post
Author
Beast of Revelations
Pandemic Horde Inc.
Pandemic Horde
#1 - 2017-01-17 06:11:38 UTC
I have seen, and read about, huge price swings, inflations, deflations, etc. in Eve's history. Those kinds of things are fine if driven by market forces, and even if driven by player market manipulation. The problem is the portion that isn't - the portion driven by the mechanics of creation of ISK and items out of thin air (bounty payments, drops, asteroid fields, etc).

I have read that the economic model is one of ISK 'faucets' and 'sinks.' Faucets create ISK (bounty payments, etc) and 'stuff' (asteroid fields, rat drops, etc) out of thin air. I have seen the charts released by the Eve showing faucets and sinks in action - for instance the amount of ISK created in the form of bounties over a given period, the amount of insurance payouts, etc. Often these things are out of whack. In other words, every time I've seen these charts and graphs, there is more faucet than sink, i.e. ever more ISK created.

I thought about how to fix this system. I thought of having a rule like in physics with matter and energy, but with ISK and 'stuff' instead: "ISK and 'stuff' can never be created nor destroyed; It can only change form." In other words have some permanent amount of unchanging ISK and 'hardware' in the game. That amount can never change, just flow around, be converted, etc. But the difficulty was in coming up with a way to make this work with the current mechanics of bounty payments, miners going out and mining asteroid fields which spawn out of thin air, etc. Seemed like it would be too big a change to make, and once that change was made it would be hard to cram all of the square pegs in the forms of bounty payments and rat drops and asteroid spawns into the round holes of the new economic system.

Then it hit me. Rather than have ISK and hardware that can never be created nor destroyed, just the form changed, simply balance any newly created ISK with newly created hardware, and vice versa.

Imagine you have a small town which is entirely hermetically-sealed and self-contained, with its own economy and currency. No trade with the outside world (in fact pretend the outside world doesn't exist). You have some set amount of currency circulating in this town. And you have 10 cars in this town total. Everything is in balance. Now say you add 1000 cars. The price of cars drop. Or say you remove cars so that instead of having 10, you only have 1. Now the price of cars go way up. However, what if you add cars, but also add currency to the town's economy, so that the amount of currency added roughly equals the value of the cars added? Prices should basically stay the same. This is what I am proposing for Eve.

SOLUTION: All ISK created by bounty payouts, insurance payouts, etc. should be balanced by the creation of asteroids, hardware dropped by rats, etc. And vice versa.
Elmund Egivand
Tribal Liberation Force
Minmatar Republic
#2 - 2017-01-17 06:15:43 UTC  |  Edited by: Elmund Egivand
Balancing isk generation with drop rate? If you are trying to deal with price inflation of, I don't know, officer modules or something you forgot that there is something called 'artificial scarcity'. Not to mention a bulk of these items are going to come from sov null, who are more than capable of establishing artificial scarcity if they so please. Your solution doesn't really help change anything.

A Minmatar warship is like a rusting Beetle with 500 horsepower Cardillac engines in the rear, armour plating bolted to chassis and a M2 Browning stuck on top.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#3 - 2017-01-17 06:25:32 UTC  |  Edited by: Scipio Artelius
Beast of Revelations wrote:
Imagine you have a small town which is entirely hermetically-sealed and self-contained, with its own economy and currency. No trade with the outside world (in fact pretend the outside world doesn't exist). You have some set amount of currency circulating in this town.

Except we don't play in an hermetically sealed game.

At any point in time, rich older players could leave the game for some time, effectively removing all of their ISK and assets from the economy. New players join and have to pick up the scraps.

It's not a model that seems to work very well because people want to have fun and any player can just leave the game at anytime; and come back later on.
Jhonas Riddick
Deep Core Mining Inc.
Caldari State
#4 - 2017-01-17 09:11:06 UTC
Beast of Revelations wrote:
Imagine you have a small town which is entirely hermetically-sealed and self-contained, with its own economy and currency. No trade with the outside world (in fact pretend the outside world doesn't exist). You have some set amount of currency circulating in this town. And you have 10 cars in this town total. Everything is in balance. Now say you add 1000 cars. The price of cars drop. Or say you remove cars so that instead of having 10, you only have 1. Now the price of cars go way up. However, what if you add cars, but also add currency to the town's economy, so that the amount of currency added roughly equals the value of the cars added? Prices should basically stay the same. This is what I am proposing for Eve.

SOLUTION: All ISK created by bounty payouts, insurance payouts, etc. should be balanced by the creation of asteroids, hardware dropped by rats, etc. And vice versa.


Imagine that the town is called Eve. Of the 10 cars, three are shot out from underneath their owners by a yahoo with an M60. The bodywork on all three are shredded, the engine blocks on two are shattered. The yahoo manages to recover, in total, 5 seats, 1 gearbox, 2 tyres, 4 litres of gas and a pair of fluffy dice.

Now the 7 remaining cars are worth more than they were before the yahoo had his fun. Three have been permanent wrecked, and even when three more are built to replace them, which they will be, the parts that got salvaged from the three wrecks still exist. One yahoo and a handful of bullets has upset the whole economy.

Especially as one of the cars was owned by a guy that works at the mine and brings the ore to the smelting plant to make the steel that makes the cars. He can't even get to work anymore so the whole manufacturing process slows down.

I guess my point is - Economics is complicated. Economics with yahoos and M60's is even more complicated.

Smile
Althalus Stenory
Flying Blacksmiths
#5 - 2017-01-17 09:18:44 UTC  |  Edited by: Althalus Stenory
Quote:
In other words have some permanent amount of unchanging ISK and 'hardware' in the game

You are wrong actually. There are some isks sinks that are "removing" isks from the game, as nobody ever get it back in any way, for example:
- transactions tax
- npc broker fee
- all items sold on the market by npc corps (skills for example)

There are others certainly too I may have forgotten about.

Anyway, -1 for the whole idea

EsiPy - Python 2.7 / 3.3+ Swagger Client based on pyswagger for ESI

Keno Skir
#6 - 2017-01-17 09:32:57 UTC
More holes than a Minmatar bathtub.
2Sonas1Cup
#7 - 2017-01-17 09:41:57 UTC
There's nothing that needs fixing unless ccp decides as such.

CCP controls everything in the economy from amount of resources to items drops and their value in the market, by buying supplying through the market, and changing things around with games patches as they see fit.

This thread is useless, ccp controls the economy directly and indirectly, not the players.
Gregorius Goldstein
Queens of the Drone Age
#8 - 2017-01-17 09:42:02 UTC  |  Edited by: Gregorius Goldstein
http://www.ibtimes.co.uk/eve-online-meet-man-controlling-18-million-space-economy-1447437

tl;dr: Dr. Eyjólfur Guðmundsson (or Eyjó for as he likes to be called) is the lead economist for Eve Online. (And yes, "Head" means he has staff to help him, like CCP Quant, the creator of the monthly economic reports.)

And I would like to reveal to the "beast" that there is a Player Features and Ideas Discussion section of this forum. Make an educated guess where you should post your ideas for fixes Blink
Teckos Pech
Hogyoku
Goonswarm Federation
#9 - 2017-01-17 10:08:24 UTC
Beast of Revelations wrote:
I have seen, and read about, huge price swings, inflations, deflations, etc. in Eve's history. Those kinds of things are fine if driven by market forces, and even if driven by player market manipulation. The problem is the portion that isn't - the portion driven by the mechanics of creation of ISK and items out of thin air (bounty payments, drops, asteroid fields, etc).

I have read that the economic model is one of ISK 'faucets' and 'sinks.' Faucets create ISK (bounty payments, etc) and 'stuff' (asteroid fields, rat drops, etc) out of thin air. I have seen the charts released by the Eve showing faucets and sinks in action - for instance the amount of ISK created in the form of bounties over a given period, the amount of insurance payouts, etc. Often these things are out of whack. In other words, every time I've seen these charts and graphs, there is more faucet than sink, i.e. ever more ISK created.

I thought about how to fix this system. I thought of having a rule like in physics with matter and energy, but with ISK and 'stuff' instead: "ISK and 'stuff' can never be created nor destroyed; It can only change form." In other words have some permanent amount of unchanging ISK and 'hardware' in the game. That amount can never change, just flow around, be converted, etc. But the difficulty was in coming up with a way to make this work with the current mechanics of bounty payments, miners going out and mining asteroid fields which spawn out of thin air, etc. Seemed like it would be too big a change to make, and once that change was made it would be hard to cram all of the square pegs in the forms of bounty payments and rat drops and asteroid spawns into the round holes of the new economic system.

Then it hit me. Rather than have ISK and hardware that can never be created nor destroyed, just the form changed, simply balance any newly created ISK with newly created hardware, and vice versa.

Imagine you have a small town which is entirely hermetically-sealed and self-contained, with its own economy and currency. No trade with the outside world (in fact pretend the outside world doesn't exist). You have some set amount of currency circulating in this town. And you have 10 cars in this town total. Everything is in balance. Now say you add 1000 cars. The price of cars drop. Or say you remove cars so that instead of having 10, you only have 1. Now the price of cars go way up. However, what if you add cars, but also add currency to the town's economy, so that the amount of currency added roughly equals the value of the cars added? Prices should basically stay the same. This is what I am proposing for Eve.

SOLUTION: All ISK created by bounty payouts, insurance payouts, etc. should be balanced by the creation of asteroids, hardware dropped by rats, etc. And vice versa.


Okay, one thing you are missing in a big way is that New Eden does not have a well developed capital market. Money, generally speaking, sits in people's wallets. IRL, when more money enters the system it tends to go into circulation. It is either spent or loaned out. In New Eden the second one is missing. Loaning out ISK on a broad scale just does not happen. Thus the notion that there is a major problem with ISK creation is not so clear cut.

Second as Scipio points out one big ISK sink that is not captured in the official statistics, and let this be a warning about official statistics both in game and IRL, when a long time player leaves the game, his ISK is essentially sunk. It is in his wallet and will never enter the economy unless he comes back and starts spending it.

Third, please point to a period in game when there was massive deflation.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#10 - 2017-01-17 10:10:29 UTC
Gregorius Goldstein wrote:
http://www.ibtimes.co.uk/eve-online-meet-man-controlling-18-million-space-economy-1447437

tl;dr: Dr. Eyjólfur Guðmundsson (or Eyjó for as he likes to be called) is the lead economist for Eve Online. (And yes, "Head" means he has staff to help him, like CCP Quant, the creator of the monthly economic reports.)

And I would like to reveal to the "beast" that there is a Player Features and Ideas Discussion section of this forum. Make an educated guess where you should post your ideas for fixes Blink


He was the lead economist. He has a new job now.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#11 - 2017-01-17 10:15:10 UTC  |  Edited by: Scipio Artelius
Gregorius Goldstein wrote:
http://www.ibtimes.co.uk/eve-online-meet-man-controlling-18-million-space-economy-1447437

tl;dr: Dr. Eyjólfur Guðmundsson (or Eyjó for as he likes to be called) is the lead economist for Eve Online. (And yes, "Head" means he has staff to help him, like CCP Quant, the creator of the monthly economic reports.)

And I would like to reveal to the "beast" that there is a Player Features and Ideas Discussion section of this forum. Make an educated guess where you should post your ideas for fixes Blink

He runs a university in Iceland now and left CCP in 2014 (might have been early 2015). CCP haven't replaced him.

Edit:
Here's a TMC article from May 2014 on his leaving:

https://www.themittani.com/news/new-edens-economist-leaves-ccp
Gregorius Goldstein
Queens of the Drone Age
#12 - 2017-01-17 10:37:16 UTC
Teckos Pech wrote:


He was the lead economist. He has a new job now.


Was.. lead economist, OK. But EVE's economy is something a lot of thoughts were put into and not something that is out of hand or needs much fixing. I don't know any other MMO that has such detailed reports and takes the ingame economy that serous.
baltec1
Bat Country
Pandemic Horde
#13 - 2017-01-17 10:55:23 UTC
Biggest problem is the lack of destruction, we build way more than we use.
Tipa Riot
Federal Navy Academy
Gallente Federation
#14 - 2017-01-17 11:23:44 UTC
Just a note, mining & spawning asteroids are no ISK faucet but a small ISK sink (NPC reprocessing tax). Minerals and ore only get value by other players paying with ISK they already have, hence no ISK is generated in the process.

Also destruction of stuff is no ISK sink but a faucet due to insurance, which creates ISK from thin air. The stuff's ISK value was transferred to the trader/producer you bought the stuff from and is still there).

I'm my own NPC alt.

Arcelian
0nus
#15 - 2017-01-17 11:36:36 UTC
baltec1 wrote:
Biggest problem is the lack of destruction, we build way more than we use.


I do my best to get expensive ships destroyed as much as possible, as my kb clearly shows, but even my vast stupidity is no match for the production of eve.
Arcelian
0nus
#16 - 2017-01-17 11:49:02 UTC  |  Edited by: Arcelian
Tipa Riot wrote:
Just a note, mining & spawning asteroids are no ISK faucet but a small ISK sink (NPC reprocessing tax). Minerals and ore only get value by other players paying with ISK they already have, hence no ISK is generated in the process.

Also destruction of stuff is no ISK sink but a faucet due to insurance, which creates ISK from thin air. The stuff's ISK value was transferred to the trader/producer you bought the stuff from and is still there).


I disagree somewhat, because for one, insurance pays a pittance, especially for expensive faction ships. Two, insurance doesn't pay out when using the ship for ganks or criminal actions.

Additionally, stuff would be worth more isk if there wasn't so much....stuff. And is there not a time factor here as well? An items value is not strictly calculated based on it's mineral value, it's also the time it takes to produce it.
Jaxon Grylls
Institute of Archaeology
#17 - 2017-01-17 12:21:03 UTC
baltec1 wrote:
Biggest problem is the lack of destruction, we build way more than we use.

Then get shooting.

I can't stockpile this stuff for ever!
Thomas Lot
School of Applied Knowledge
Caldari State
#18 - 2017-01-17 12:57:13 UTC
No
Yang Aurilen
State War Academy
Caldari State
#19 - 2017-01-17 12:59:35 UTC
baltec1 wrote:
Biggest problem is the lack of destruction, we build way more than we use.


Nerf highsec plz. AFK2Stronk.

Post with your NPC alt main and not your main main alt!

ISD Max Trix
ISD Community Communications Liaisons
ISD Alliance
#20 - 2017-01-17 13:07:14 UTC
Moved to Player Feature and Ideas.

ISD Max Trix

Lieutenant

Community Communication Liaisons (CCLs)

Interstellar Services Department

I do not respond to EVE mails about forum moderation.

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