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Please explain why CCP wants to stop npcs dropping meta items

Author
seller1122
Perimeter Trade and Distribution Inc
#1 - 2017-04-09 21:55:57 UTC
So after watching some of the fanfest videos I took note that CCP Fozzie wants to stop npcs dropping meta items and instead get them to drop components for us to build the meta items as part of their vision to have the players build all items. This doesn't make sense to me for a few reasons.

First off it feels just like its adding in an arbitrary layer of complexity without really providing any benefit, you just have to go through an extra step before you have the item to use or sell.

Secondly it removes the ability for the market to control the pricing of the items based upon their usefulness; instead as (I assume) each item will be built from similar components to each other, their pricing will be arbitrary set by ratios defined by CCP in the BPCs.

Thirdly it doesn't quite make sense from a "lore" / practical standpoint. Player ships drop their equipment when they die; why now for NPCs should they behave different and drop components instead of modules, unless of course the intent is for the same to be done with player ships ?

As a general side note is this change expected to affect faction / deadspace / officer items as well or just the basic meta 0-4 modules from standard rats?
Alever Minmatar
Doomheim
#2 - 2017-04-09 22:06:51 UTC
more and more players have moved away from industry, mining barges was the highest ranked skill removed with injectors. maybe they are trying to force us back.
MegaLuter
State War Academy
Caldari State
#3 - 2017-04-09 22:20:11 UTC
They want to break down what works.
oiukhp Muvila
Doomheim
#4 - 2017-04-09 22:25:07 UTC
Alever Minmatar wrote:
more and more players have moved away from industry, mining barges was the highest ranked skill removed with injectors. maybe they are trying to force us back.



Yeah, I removed my Hi Sec main's mining skills as soon as I could since it was safer to mine on my Pirate main char in Low Sec.

Nevyn Auscent
Broke Sauce
#5 - 2017-04-09 22:49:33 UTC
The reason will be to increase the T1 market, as the meta items will be like T2 builds, but with loot components rather than moon goo, adding onto a T1 module.
It also reduces the mess that ratters collect since they will be collecting a range of maybe 50 components rather than 1000 different modules they'll never use.

The market still has the ability to control based off usefulness though, since the margins on an item are dictated by how good it is, but the fact that meta modules were in some cases cheaper than T1 items was a reflection on the fact they came from thin air,

So all in all, a good change if they go that direction.
Mara Pahrdi
The Order of Anoyia
#6 - 2017-04-09 23:37:55 UTC
If done right, this will be a really good change. Can be a stepping stone into industry especially for new players.

Remove standings and insurance.

Teckos Pech
Hogyoku
Goonswarm Federation
#7 - 2017-04-10 00:03:02 UTC
seller1122 wrote:


Secondly it removes the ability for the market to control the pricing of the items based upon their usefulness; instead as (I assume) each item will be built from similar components to each other, their pricing will be arbitrary set by ratios defined by CCP in the BPCs.


Shocked

No. Provided the meta items have the same usefulness having components drop, then players can build based on what is going on in the market. For example if the 1400 'Scout' Artillery I currently have a high price the components will be moved into producing those guns. In other words, "the market" will be more able to respond to a surge in demand.

"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

Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#8 - 2017-04-10 00:11:33 UTC
This is going to be particularly good for meta 1 modules. Currently the existence and prevelance of meta modules means that many meta 1 items cannot actually be built for profit since they need to compete with mods that are better and "free" due to drops.

This evens the playing field and will increase the demand for t1 modules since they said they will he a component in manufacturing the meta variants.
Cade Windstalker
#9 - 2017-04-10 00:13:08 UTC  |  Edited by: Cade Windstalker
Lemme see if I can explain why this isn't just arbitrary complexity.

First off, this is something that's been talked about among players and CCP for years now, ever since they removed most of the Meta 0 loot from the NPC drop tables to remove "gun mining" as a significant source of minerals.

That's the first thing, a lot of these Meta items aren't actually used much, they just get reprocessed into minerals. This hurts miners and industrialists by, very slightly, increasing the supply of minerals and pushing down their price.

So, what does changing these drops into components get us?

Right now, we have several hundred different Meta modules that are dropped by rats. What this could be replaced by is a smaller set of components similar to what we have with Rigs and Salvage currently. I would imagine some components only get dropped by some rats under this model and others get dropped by most or all rat types.

So someone ratting or doing missions gets these component drops, sells them on the market, and then these components get turned into meta modules by industrialists. This helps both parties. The industrialists get something new to make and sell, and as a result the mission runners get more stable loot drops. Since this smaller set of components get used to make everything almost everything dropped should get used and turned into valuable modules instead of having a small set of valuable drops and everything else being more or less worthless.

Some components will probably still be more valuable than others, but if it's balanced right so that everything has at least one useful module that it goes into both parties should benefit.

I don't think anyone's talking about this affecting Officer/Deadspace/Faction loot but it easily could, just instead of dropping a module it drops one or two components that get fed into making one of these modules, which could help normalize the value of some of these modules, raising the value of lower demand ones and dropping the price for the more in-demand items.

From a lore perspective this just gets explained as the differences between pirate/NPC and capsuleer ships. Capsuleer ships are more durable and perform better so their systems survive intact better, as opposed to pirate vessels whose guns and other systems are more tightly integrated and less well isolated from a catastrophic disassembly incident.
Avaelica Kuershin
Paper Cats
#10 - 2017-04-10 00:17:07 UTC
Alever Minmatar wrote:
more and more players have moved away from industry, mining barges was the highest ranked skill removed with injectors. maybe they are trying to force us back.


Just want to say there's much more to industry than just mining. I just buy the ore rather than mine it.
Ioci
Bad Girl Posse
#11 - 2017-04-10 01:23:44 UTC
Mara Pahrdi wrote:
If done right, this will be a really good change. Can be a stepping stone into industry especially for new players.


Agreed but 'done right' being the key to that. Instead we will get gluts and a bottleneck component that is exclusive to regions resulting in another monopoly scenario. Why? Because that's what happens every single time.

R.I.P. Vile Rat

Teckos Pech
Hogyoku
Goonswarm Federation
#12 - 2017-04-10 02:11:02 UTC
Cade Windstalker wrote:
Lemme see if I can explain why this isn't just arbitrary complexity.

First off, this is something that's been talked about among players and CCP for years now, ever since they removed most of the Meta 0 loot from the NPC drop tables to remove "gun mining" as a significant source of minerals.

That's the first thing, a lot of these Meta items aren't actually used much, they just get reprocessed into minerals. This hurts miners and industrialists by, very slightly, increasing the supply of minerals and pushing down their price.

So, what does changing these drops into components get us?

Right now, we have several hundred different Meta modules that are dropped by rats. What this could be replaced by is a smaller set of components similar to what we have with Rigs and Salvage currently. I would imagine some components only get dropped by some rats under this model and others get dropped by most or all rat types.

So someone ratting or doing missions gets these component drops, sells them on the market, and then these components get turned into meta modules by industrialists. This helps both parties. The industrialists get something new to make and sell, and as a result the mission runners get more stable loot drops. Since this smaller set of modules get used to make everything almost everything dropped should get used and turned into valuable modules instead of having a small set of valuable drops and everything else being more or less worthless.

Some components will probably still be more valuable than others, but if it's balanced right so that everything has at least one useful module that it goes into both parties should benefit.

I don't think anyone's talking about this affecting Officer/Deadspace/Faction loot but it easily could, just instead of dropping a module it drops one or two components that get fed into making one of these modules, which could help normalize the value of some of these modules, raising the value of lower demand ones and dropping the price for the more in-demand items.

From a lore perspective this just gets explained as the differences between pirate/NPC and capsuleer ships. Capsuleer ships are more durable and perform better so their systems survive intact better, as opposed to pirate vessels whose guns and other systems are more tightly integrated and less well isolated from a catastrophic disassembly incident.


To build on Cade's post....

Right now ratters are supplying a fairly fixed amount of meta modules to "the market". The justification for this statement is the law of large numbers. When there are N thousands of rats being killed that can drop X meta module with probability P, the number of meta modules X being dropped will be N*P. Thus the supply is rather inelastic--i.e. fairly fixed. This means that the price is largely determined by demand. Thus, if there is a sudden change in demand the only way for the market to resolve this change is through a price change...usually large price changes.

If there are common components across meta modules then this kind of situation can be ameliorated in that the demand will become more elastic--i.e. the familiar upward sloping supply curve. That is components will move between meta module markets as preferences shift and change for whatever reason. Thus a particular doctrine will not be limited by the limits of the market.

Think of it this way, suppose all modules of meta level K share the same components. And suppose the Amarr modules become more in demand, the market can adjust more easily/readily under the proposed change than under the current regime. Not only that, but for people who rat, their markets also become more...."smooth". They don't have to worry what the flavor of the month is.

Seriously...trust "the market" it is surprisingly good at getting people what they need and want. It isn't perfect, but there aren't may such systems that are better really.

"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

Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#13 - 2017-04-10 02:19:21 UTC
Teckos Pech wrote:
Cade Windstalker wrote:
Lemme see if I can explain why this isn't just arbitrary complexity.

First off, this is something that's been talked about among players and CCP for years now, ever since they removed most of the Meta 0 loot from the NPC drop tables to remove "gun mining" as a significant source of minerals.

That's the first thing, a lot of these Meta items aren't actually used much, they just get reprocessed into minerals. This hurts miners and industrialists by, very slightly, increasing the supply of minerals and pushing down their price.

So, what does changing these drops into components get us?

Right now, we have several hundred different Meta modules that are dropped by rats. What this could be replaced by is a smaller set of components similar to what we have with Rigs and Salvage currently. I would imagine some components only get dropped by some rats under this model and others get dropped by most or all rat types.

So someone ratting or doing missions gets these component drops, sells them on the market, and then these components get turned into meta modules by industrialists. This helps both parties. The industrialists get something new to make and sell, and as a result the mission runners get more stable loot drops. Since this smaller set of modules get used to make everything almost everything dropped should get used and turned into valuable modules instead of having a small set of valuable drops and everything else being more or less worthless.

Some components will probably still be more valuable than others, but if it's balanced right so that everything has at least one useful module that it goes into both parties should benefit.

I don't think anyone's talking about this affecting Officer/Deadspace/Faction loot but it easily could, just instead of dropping a module it drops one or two components that get fed into making one of these modules, which could help normalize the value of some of these modules, raising the value of lower demand ones and dropping the price for the more in-demand items.

From a lore perspective this just gets explained as the differences between pirate/NPC and capsuleer ships. Capsuleer ships are more durable and perform better so their systems survive intact better, as opposed to pirate vessels whose guns and other systems are more tightly integrated and less well isolated from a catastrophic disassembly incident.


To build on Cade's post....

Right now ratters are supplying a fairly fixed amount of meta modules to "the market". The justification for this statement is the law of large numbers. When there are N thousands of rats being killed that can drop X meta module with probability P, the number of meta modules X being dropped will be N*P. Thus the supply is rather inelastic--i.e. fairly fixed. This means that the price is largely determined by demand. Thus, if there is a sudden change in demand the only way for the market to resolve this change is through a price change...usually large price changes.

If there are common components across meta modules then this kind of situation can be ameliorated in that the demand will become more elastic--i.e. the familiar upward sloping supply curve. That is components will move between meta module markets as preferences shift and change for whatever reason. Thus a particular doctrine will not be limited by the limits of the market.

Think of it this way, suppose all modules of meta level K share the same components. And suppose the Amarr modules become more in demand, the market can adjust more easily/readily under the proposed change than under the current regime. Not only that, but for people who rat, their markets also become more...."smooth". They don't have to worry what the flavor of the month is.

Seriously...trust "the market" it is surprisingly good at getting people what they need and want. It isn't perfect, but there aren't may such systems that are better really.


and to further build on this..........
Even my own mission running alt has nothing better to do than grind the loot down into minerals, so (and i assuming especially in null) "Gun Mining" is not quite as dead as some people think.
Doing this will promote mining by someone as someone else like me will need the rocks to turn into minerals.
AND, missioners will provide the new components that I as a manufacturer will also need to build the meta-modules.

No more gun mining.
Cade Windstalker
#14 - 2017-04-10 02:27:47 UTC
Max Deveron wrote:
and to further build on this..........
Even my own mission running alt has nothing better to do than grind the loot down into minerals, so (and i assuming especially in null) "Gun Mining" is not quite as dead as some people think.
Doing this will promote mining by someone as someone else like me will need the rocks to turn into minerals.
AND, missioners will provide the new components that I as a manufacturer will also need to build the meta-modules.

No more gun mining.


And to add to this and Techos' comment about supply, quite often what actually drives the supply of these modules isn't how many drop it's how many bother to be looted. At the very high end ratters and mission runners don't actually loot their missions most of the time. The MTU helps this somewhat but it's still often not worthwhile to pick up most of the loot dropped.

The Shadows of the Serpent event threw this into pretty stark relief because it had you running around for long periods without docking up. Very very little of the loot was worth grabbing and even less was worth the effort of hauling it around. The metric I ended up using was Grapplers, because those are a fairly new module and therefore lower in supply than others that have been around and looted for years and also fairly large. If something wasn't more valuable per M3 than a Grappler then I didn't grab it.

Also a note on Max's post, very little in the way of minerals enters the game this way anymore. It used to be something like 25% of the mineral volume in the game but since the drops rebalance I think it's down to less than 5%, though I can't recall the last time CCP published numbers on it.

Ioci wrote:
Agreed but 'done right' being the key to that. Instead we will get gluts and a bottleneck component that is exclusive to regions resulting in another monopoly scenario. Why? Because that's what happens every single time.


This is actually an indication of a properly designed system, not a badly designed one. The supply and demand are set by the players, and over time they'll even out. We've seen this with Salvage with items that are very valuable being prioritized and influencing player behavior on what is or isn't worthwhile to salvage. The end result is some things are slightly more valuable and others less so, but with the determining factor being based on player demand.

Combined with salvage this would give CCP another lever to pull for mission reward balancing, so if one faction is very much not worthwhile to mission for then this could be improved by tweaking the Components that they drop.
Teckos Pech
Hogyoku
Goonswarm Federation
#15 - 2017-04-10 02:35:00 UTC
Max Deveron wrote:


and to further build on this..........
Even my own mission running alt has nothing better to do than grind the loot down into minerals, so (and i assuming especially in null) "Gun Mining" is not quite as dead as some people think.
Doing this will promote mining by someone as someone else like me will need the rocks to turn into minerals.
AND, missioners will provide the new components that I as a manufacturer will also need to build the meta-modules.

No more gun mining.


When I do mission/rat in NS, I pretty much do this too. That we can get away from this, another reason to like this change.

"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
#16 - 2017-04-10 02:36:59 UTC
Cade Windstalker wrote:
Max Deveron wrote:
and to further build on this..........
Even my own mission running alt has nothing better to do than grind the loot down into minerals, so (and i assuming especially in null) "Gun Mining" is not quite as dead as some people think.
Doing this will promote mining by someone as someone else like me will need the rocks to turn into minerals.
AND, missioners will provide the new components that I as a manufacturer will also need to build the meta-modules.

No more gun mining.


And to add to this and Techos' comment about supply, quite often what actually drives the supply of these modules isn't how many drop it's how many bother to be looted. At the very high end ratters and mission runners don't actually loot their missions most of the time. The MTU helps this somewhat but it's still often not worthwhile to pick up most of the loot dropped.

The Shadows of the Serpent event threw this into pretty stark relief because it had you running around for long periods without docking up. Very very little of the loot was worth grabbing and even less was worth the effort of hauling it around. The metric I ended up using was Grapplers, because those are a fairly new module and therefore lower in supply than others that have been around and looted for years and also fairly large. If something wasn't more valuable per M3 than a Grappler then I didn't grab it.

Also a note on Max's post, very little in the way of minerals enters the game this way anymore. It used to be something like 25% of the mineral volume in the game but since the drops rebalance I think it's down to less than 5%, though I can't recall the last time CCP published numbers on it.

Ioci wrote:
Agreed but 'done right' being the key to that. Instead we will get gluts and a bottleneck component that is exclusive to regions resulting in another monopoly scenario. Why? Because that's what happens every single time.


This is actually an indication of a properly designed system, not a badly designed one. The supply and demand are set by the players, and over time they'll even out. We've seen this with Salvage with items that are very valuable being prioritized and influencing player behavior on what is or isn't worthwhile to salvage. The end result is some things are slightly more valuable and others less so, but with the determining factor being based on player demand.

Combined with salvage this would give CCP another lever to pull for mission reward balancing, so if one faction is very much not worthwhile to mission for then this could be improved by tweaking the Components that they drop.


And these things can be tweaked going forward. If something is ridiculous...change the BPOs/BPCs.

"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

Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#17 - 2017-04-10 03:01:56 UTC
I am also on the "for" side with this one. Nice clarification for those who contributed. A few +1s for you guys.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

mkint
#18 - 2017-04-10 03:30:06 UTC
I'd have to be in the 'for' side as well, if it was someone other than CCP doing it. They can't figure out how bottlenecks work with T2 production or with T3 production. There's no reason to think this won't be just as broken, and likely moreso considering how much broader it is in scope. Especially since nobody has even mentioned the BPs yet.

The broken future I see is 1 run BPCs being dropped at the same rate as current named modules, every module using the exact same components in the exact same proportions as every other module, and the components being dropped at an insufficient rate to keep up with the amount of BPCs being dropped (and not in the same proportions at which they are consumed.) Oh, and one of the components only gets dropped by 1 rat that spawns for 3 minutes a day in Syndicate.

Is there any reason to expect a better implementation than this? Even when they had a PHD economist on board they couldn't figure this kind of stuff out.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Teckos Pech
Hogyoku
Goonswarm Federation
#19 - 2017-04-10 03:52:44 UTC
mkint wrote:
I'd have to be in the 'for' side as well, if it was someone other than CCP doing it. They can't figure out how bottlenecks work with T2 production or with T3 production. There's no reason to think this won't be just as broken, and likely moreso considering how much broader it is in scope. Especially since nobody has even mentioned the BPs yet.

The broken future I see is 1 run BPCs being dropped at the same rate as current named modules, every module using the exact same components in the exact same proportions as every other module, and the components being dropped at an insufficient rate to keep up with the amount of BPCs being dropped (and not in the same proportions at which they are consumed.) Oh, and one of the components only gets dropped by 1 rat that spawns for 3 minutes a day in Syndicate.

Is there any reason to expect a better implementation than this? Even when they had a PHD economist on board they couldn't figure this kind of stuff out.


I think you are right to express these concerns. After all, they did create the technetium bottleneck. However, I don't think this will be quite as bad...or at least it wont be as bad so long as components are not rat specific like how technetium was region specific. And hopefully CCP will be quicker on the response if there is a bottleneck.

And to be fair "this kind of stuff" can be hard to spot ahead of time...but that being said CCP would be very wise to leverage the player community. IIRC AkitaT noted the technetium bottleneck before they implemented and posted about it here on the forums. Make the changes known ahead of time and make use of the hundreds even thousands of players who will look at it and analyze it and do projections, forecasts and so forth. Listen to what they have to say. Yes, 99.9% of the responses will be errant nonsense, but still...look for that one player like AkitaT who will see the problem....

"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

Nasar Vyron
S0utherN Comfort
#20 - 2017-04-10 04:46:59 UTC  |  Edited by: Nasar Vyron
My curiosity is two fold.
1) Where do the prints originate?
-LP store
-drops
-new inventions from corresponding T1 prints

Would be cool to know. But I can only imagine options 1 and 3 being the foolproof way of avoiding over or under supplying the market without any of the needed mess of having to tweak numbers down the line as everything would already be in game and on the market.

And lets face it increasing usage of data cores would increase their cost and actually push up the viability of running data sites which have always been in need of love.


2) How do we obtain these components?
-ships drop components
-ships drop "burnt out/broken modules which need to be reprocessed for parts

First would work, but makes you wonder why a frigate was hauling components around used to construct modules into combat. Second makes thematic sense as you just blew them up and found their damaged weapon systems. Reprocessing it down to it's still functioning base parts.



All very interesting, and I do hope they go through with this change. It would be good for all players in the long term and not just for mission runners (more-so if they do the invention bit), even if they don't see how right now.
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