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We need more explosions

Author
DoraTheExplora Taft
Hoover Inc.
Snuffed Out
#1 - 2012-03-24 01:35:47 UTC
I'm not worried about inflation in fact I think we need more inflation (driven by demand of course). A healthy eve economy is one where people are willing to spend isk freely, knowing that assets are the best investment whereas a deflationary situation means that investing in isk itself (sink exploitation such as incursions and missions) is the best policy to make more isk. So in terms of inflation a bigger factor is actually people's real demand for goods.

A large factor also is that the consumption model is very distorted in EvE; other than ammunition, the running costs for a missioner or incursion runner are minimal. The multiplicative effect compared to the amount of isk needed to get into those professions is staggering actually. You can get an efficient level 4 runner off the ground for 500 mill and make 100 mill a day easily. Compare this to average returns on passive investment for the same amount of capital (which varies but I don't know of anyone that could claim a reliable return of 20% per day and it is certainly not the norm), and you see that the economy encourages isk sinks over real good production.

Obviously at a certain point capital can snowball to be more effective than mission running but for the average player pve is simply the way to generate isk.

What I think would be most effective for the eve economy would be to eliminate bounties in high sec altogether. The rewards then for the mission runner class of pilots in isk terms would be much less.

In order to produce a situation where there is stable increase in prices you must have a credible need for products. So by reducing the incentive to grind isk sinks in high sec you create a situation where the more reliable isk from a labor perspective (that is acquiring isk by the "labor" of your ship shooting npcs) is actually in space where the chance of engaging in asset destruction of other players (pvp) is higher.

It should be noted that in this situation the average reliable income for a missioner/incursion runner would go down as their costs to cover the loss of assets to pvp increased, but the amount of isk being transacted through the same person's wallet would be increased.

The combination of these incentives could mean that for the average player who is risk averse, trading would become a more viable option. Note also with increased consumption trading would become easier. There would be more "space" in the market for capital to operate and prices on products would more reliably rise over time.

Also note for the truly risk averse and market shy high sec mission running would still provide passive isk through mission rewards and loot from wrecks( a segment of the income that would then be a strong majority of their income), so mainly high sec mission runners would be producing more raw materials and salvage per capita.

I know I've articulated this without enough prior schooling to properly identify and communicate a lot of the concepts I'm employing but tell me at least if you agree in general with any of this xD thanks.
Chevalleis
The Scope
Gallente Federation
#2 - 2012-03-24 09:22:21 UTC
So do you suggest that also hisec Incursion bounties should be deleted?
Johnny Frecko
Federal Navy Academy
Gallente Federation
#3 - 2012-03-24 10:41:40 UTC
so you're forcing new pilots to plex their ships or do what they hate most, trade?
not everyone *likes* trading. the whole point in eve is that it's a sandbox, not a dictated method of playing.

i'm pretty sure you mean isk faucets and not sinks.
There are almost no isk sinks in the game compared to the huge faucets.

if you want to fix anything, it's not missioning, you do not want to hurt the low-end player.
make CONCORD leave incursion space(or limit incursions to LS/null), you'll get more explosions there.

also inflation is "pretty much" just ISK/goods, if you increase isk, or reduce goods, you're creating inflation. doesn't matter if you call it "by demand" or by "over isk". when the real mean of inflation is a price rise.

I'm pretty sure there's an inflation goal in eve just like in every other economy, to speed up the velocity of money.
Also what you say will kill demands, not increase them. prices will fall, instead of rise.
no more carebears running missions, fewer nullsecs financing their way with missions.
Adunh Slavy
#4 - 2012-03-24 10:57:33 UTC
I do agree price inflation needs to be allowed to go up while at the same time reducing monetary inflation. Just altering the monetary side of the equation by increasing existing sinks, or even adding a few new ones, will not change the overall landscape.

Eve's basic problem is that the divisions of labor and specialization are not encouraged or supported. No activity should generate more than one product (that includes ISK), every activity should rely upon goods from all other activities. All of those activities should consume materials as both durable goods, such as ships and modules, and consumables such as ammo, charges and fuel.

If price inflation is allowed to catch up to monetary inflation, then opportunity cost will kick in along the way and slow monetary inflation to acceptable levels.

With all due respect to Doc E. this is where he gets things wrong, he seems to look at it entirely from a monetary perspective and feels that new sinks are the solution. This is understandable since for him price stability is likely his largest concern. No one in Eve can starve to death, and no one can ever be unemployed - Price stability should be a minor concern. Like most central bankers, he is not addressing systemic issues on industrial side of the economy. In real life central bankers have little influence in this regard. However in Eve, he can, and I would encourage him to step outside the traditional perspective.

There is only one commodity in Eve that is limited. Time. Where do players spend their time. Balance that; the rest will take care of it self.

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

DoraTheExplora Taft
Hoover Inc.
Snuffed Out
#5 - 2012-03-24 15:22:19 UTC
Johnny Frecko wrote:
so you're forcing new pilots to plex their ships or do what they hate most, trade?
not everyone *likes* trading. the whole point in eve is that it's a sandbox, not a dictated method of playing.

i'm pretty sure you mean isk faucets and not sinks.
There are almost no isk sinks in the game compared to the huge faucets.

if you want to fix anything, it's not missioning, you do not want to hurt the low-end player.
make CONCORD leave incursion space(or limit incursions to LS/null), you'll get more explosions there.

also inflation is "pretty much" just ISK/goods, if you increase isk, or reduce goods, you're creating inflation. doesn't matter if you call it "by demand" or by "over isk". when the real mean of inflation is a price rise.

I'm pretty sure there's an inflation goal in eve just like in every other economy, to speed up the velocity of money.
Also what you say will kill demands, not increase them. prices will fall, instead of rise.
no more carebears running missions, fewer nullsecs financing their way with missions.

I'm not forcing anything, by limiting mission income in high sec to loot and mission rewards the focus for players would be on production of goods. Also what I meant by saying eliminating bounties in high sec also included eliminating concord bounties for incursions in high sec (or eliminating incursions in highsec).

I think giant isk faucets (heh got it right now thanks) are acceptable in low/null sec space as they are accompanied with an offset of a larger amount of destruction of assets that then must be purchased again.

I guess what I should of articulated is that what I'm most concerned about is creating a situation where the incentives are such that players produce real value for other players rather than this current system where isk faucets are the majority of income for the average player.
Adunh Slavy
#6 - 2012-03-24 20:35:38 UTC
DoraTheExplora Taft wrote:

I think giant isk faucets (heh got it right now thanks) are acceptable in low/null sec space as they are accompanied with an offset of a larger amount of destruction of assets that then must be purchased again.



This post has nothing to do with my earlier one in this thread, just something I'd like to see for mostly thematic reasons.

Stop ISK production in Null completly, stop resource gathering (raw materials) in high sec and have low sec be a mix of the two.

Think back in history, most expansion is done for economic reasons, most of the literal money is back in civilization, the resource wealth is someplace else.

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

Johnny Frecko
Federal Navy Academy
Gallente Federation
#7 - 2012-03-25 15:40:24 UTC
[quote=DoraTheExplora Taft
I'm not forcing anything, by limiting mission income in high sec to loot and mission rewards the focus for players would be on production of goods..[/quote

you are forcing them to focus on production, because you think it's better.

As to the whole inflation thing, if you could somehow make bounties player-oriented, meaning that it's the individual pilots that set the bounties(maybe into a CONCORD fund that spreads that into individual NPC bounties) you could stop the isk faucet from rats. you still need to solve the faucet from incursions.

If you would stop generating new isk, you *might* stop the inflation, maybe. you must control the isk flow.
Bounties/Incursions is like a central bank paying the public sector with printed money. sooner than later that money becomes useless.

While stopping the isk faucets might not stop the inflation(or reduce prices, though i believe it will), as soon as any isk you recieves comes from a different player, that means the *economy* wanted to make that transaction.
right now, getting isk from missions is a one sided deal, breaking the whole free-economy concept.


lupusmoon
Pyke Syndicate
Solyaris Chtonium
#8 - 2012-03-25 16:20:23 UTC
i think a reduction(not removal) of bounties/incursion coupled with an LP increase can help reduce the isk faucets while not altering the rewards to much. With more of the rewards being LP based then more of the isk gained from these activities would come from the player economy intead of being 'injected' into it.
fiveniner
Playing God Enterprises
#9 - 2012-03-25 17:29:01 UTC

in reply to the last post. Bounties are not all that great in incursions it is the lp payout that makes the isk. So increasing the lp will do nothing but make incursions more profitable. See Lp is the reason they grind incursions and it is the same reason FW pilots do their missions. So if you want to make incursions not so much a faucet you need to A) limit LP payout- this would do noting but enrage the carebears. B) make the items bought with LP cheaper to aquire making the market flood and thus reducing the isk they can make from sales.
Akeirah
Pixel Universe Brokerage Services
#10 - 2012-03-25 18:40:59 UTC  |  Edited by: Akeirah
fiveniner wrote:

in reply to the last post. Bounties are not all that great in incursions it is the lp payout that makes the isk. So increasing the lp will do nothing but make incursions more profitable. See Lp is the reason they grind incursions and it is the same reason FW pilots do their missions. So if you want to make incursions not so much a faucet you need to A) limit LP payout- this would do noting but enrage the carebears. B) make the items bought with LP cheaper to aquire making the market flood and thus reducing the isk they can make from sales.


Making ISK from selling LP store items is not an ISK faucet, because it does not 'create' ISK. It is much closer to an ISK sink, as most items you are paying ISK to the NPC thus removing it from the game. Even if you make LP more valuable, yes the incursion runners make ISK, but they're making it from somone else's stockpile.

And if you raise the LP given from incursions, it will not drastically increase the income. If the LP gain was halved, the LP that is gained would be worth close to twice as much. So by increasing the LP gained, it will make each LP worth slightly less, as the supply of LP rises without a significant rise in demand. Increasing the amount of LP from incursions would be about the same as reducing the LP prices in the store.
3Ky NoX
Foundation Cutting-Edge
DECOY
#11 - 2012-03-25 18:45:19 UTC
More money there is in any capitalist place or game or whatever, more inflation there is.

Which persons in cause ?

CCP International Banking Cartels !

ZeitGeist is coming ! :P
DoraTheExplora Taft
Hoover Inc.
Snuffed Out
#12 - 2012-03-25 19:06:52 UTC
Akeirah wrote:
fiveniner wrote:

in reply to the last post. Bounties are not all that great in incursions it is the lp payout that makes the isk. So increasing the lp will do nothing but make incursions more profitable. See Lp is the reason they grind incursions and it is the same reason FW pilots do their missions. So if you want to make incursions not so much a faucet you need to A) limit LP payout- this would do noting but enrage the carebears. B) make the items bought with LP cheaper to aquire making the market flood and thus reducing the isk they can make from sales.


Making ISK from selling LP store items is not an ISK faucet, because it does not 'create' ISK. It is much closer to an ISK sink, as most items you are paying ISK to the NPC thus removing it from the game. Even if you make LP more valuable, yes the incursion runners make ISK, but they're making it from somone else's stockpile.

And if you raise the LP given from incursions, it will not drastically increase the income. If the LP gain was halved, the LP that is gained would be worth close to twice as much. So by increasing the LP gained, it will make each LP worth slightly less, as the supply of LP rises without a significant rise in demand. Increasing the amount of LP from incursions would be about the same as reducing the LP prices in the store.

I don't think it translates quite as smoothly as you're thinking. Take "x" item in high demand and multiply its supply by 2. Now where previously there was a certain price x item went for you would think that the price would be reduced by half but that's not necessarily the case. A reduced price of 1/3rd might be sufficient to increase demand by twice.

That whole argument may be mostly irrelevant because the prices for these items are often fixed with respect to the isk that must be paid into the lp store to acquire them. The margins on a lot of the items are already razor thin netting something like 250 isk per lp at jita rates anyway. ( I don't know if concord lp's are any better but this is my experience from missioning)
Kira Vanachura
Green Visstick High
#13 - 2012-03-25 19:09:23 UTC
DoraTheExplora Taft wrote:
You can get an efficient level 4 runner off the ground for 500 mill and make 100 mill a day easily. Compare this to average returns on passive investment for the same amount of capital (which varies but I don't know of anyone that could claim a reliable return of 20% per day and it is certainly not the norm), and you see that the economy encourages isk sinks over real good production.

The difference between passive investements and running missions for a day is that I have to run missions for a day. 3$ worth of isk for a day's work.
DoraTheExplora Taft
Hoover Inc.
Snuffed Out
#14 - 2012-03-25 19:14:34 UTC
Kira Vanachura wrote:
DoraTheExplora Taft wrote:
You can get an efficient level 4 runner off the ground for 500 mill and make 100 mill a day easily. Compare this to average returns on passive investment for the same amount of capital (which varies but I don't know of anyone that could claim a reliable return of 20% per day and it is certainly not the norm), and you see that the economy encourages isk sinks over real good production.

The difference between passive investements and running missions for a day is that I have to run missions for a day. 3$ worth of isk for a day's work.

Right but is that isk from real value to the system or just isk printing? But anyways this point is more me editorializing about the incentives understand. The incentives are all pointed towards low consumption activities. I'd rather the incentives be pointed towards either low risk production of goods with low rewards, or high risk production of goods with high rewards. I think a higher velocity of money could benefit everyone including people who want to devote their labor to high sec. With higher consumption so comes higher payouts for the loot one can produce from a mission.
Kira Vanachura
Green Visstick High
#15 - 2012-03-25 19:51:46 UTC
A few personal opinions.

First of all I agree that some level of inflation is healthy (or at least not damaging) to the Eve economy. The system may not be designed with inflation in mind (skillbooks having a fixed price), but since we've had lots of deflation as well, inflation doesn't seem like a major problem - yet.

About low consumption activities: industry is not a low consumption activity. It takes lots of stuff to make stuff that's only a little bit more valuable.

Then you talk about risk vs reward. I believe in the market. Let the market decide what a fair reward is for different activities by setting prices on the stuff that comes out of activities. Your ideas to make missions less dependent on bounties fits into that idea. Let the loot, salvage and LP be most of the reward. Same thing should apply to incursions. Hopefully when they iterate incursions they will let some of the new BPCs drop as a reward in incursions. They should let NPCs drop more stuff and less bounty. Drones... what was CCP drinking?
Johnny Frecko
Federal Navy Academy
Gallente Federation
#16 - 2012-03-25 23:34:41 UTC
DoraTheExplora Taft wrote:

I don't think it translates quite as smoothly as you're thinking. Take "x" item in high demand and multiply its supply by 2. Now where previously there was a certain price x item went for you would think that the price would be reduced by half but that's not necessarily the case. A reduced price of 1/3rd might be sufficient to increase demand by twice.

That whole argument may be mostly irrelevant because the prices for these items are often fixed with respect to the isk that must be paid into the lp store to acquire them.


1)you're correct, that's called demand elacticity. But you don't just "double the supply", this isn't how economies work, you don't dump a huge supply, what you do is you change the RATE in which LP's are gained, meaning that the actual supply of LP's will rise slowly, and decrease in value slowly.

2)Decreasing the value of LP would only mean that an LP would be worth less than 250/isk, He was refering to the worth of the LP, not the worth of the module. LP could very well be worth close to zero at some point. - when everyone who needs a module could buy it by itself using the LP store - LP's are worth zero.

Changing the model to one that supports inflation could very well be the way to go. where bounties and rewards are scaled down compared to how much isk there's in play, and prices from NPC's scale up when too much isk is in play, to assure a steady and controlled increase in the amount of isk in the game.

This in any respect shouldn't cross the 0.5-1.5% yearly, for stability issues.
DoraTheExplora Taft
Hoover Inc.
Snuffed Out
#17 - 2012-03-26 00:20:08 UTC
Johnny Frecko wrote:
DoraTheExplora Taft wrote:

I don't think it translates quite as smoothly as you're thinking. Take "x" item in high demand and multiply its supply by 2. Now where previously there was a certain price x item went for you would think that the price would be reduced by half but that's not necessarily the case. A reduced price of 1/3rd might be sufficient to increase demand by twice.

That whole argument may be mostly irrelevant because the prices for these items are often fixed with respect to the isk that must be paid into the lp store to acquire them.


1)you're correct, that's called demand elacticity. But you don't just "double the supply", this isn't how economies work, you don't dump a huge supply, what you do is you change the RATE in which LP's are gained, meaning that the actual supply of LP's will rise slowly, and decrease in value slowly.

2)Decreasing the value of LP would only mean that an LP would be worth less than 250/isk, He was refering to the worth of the LP, not the worth of the module. LP could very well be worth close to zero at some point. - when everyone who needs a module could buy it by itself using the LP store - LP's are worth zero.

Changing the model to one that supports inflation could very well be the way to go. where bounties and rewards are scaled down compared to how much isk there's in play, and prices from NPC's scale up when too much isk is in play, to assure a steady and controlled increase in the amount of isk in the game.

This in any respect shouldn't cross the 0.5-1.5% yearly, for stability issues.

I don't think I could claim as specific understanding as what you're saying (.5-1.5%). The money supply issue concerns me little. I do know that increased demand/supply based economics in a game like EvE makes sense, rather than simply faucet exploitation. If real value production could surpass the isk faucet at whatever level it is at that would be ideal.
Johnny Frecko
Federal Navy Academy
Gallente Federation
#18 - 2012-03-26 08:30:06 UTC
On that we are in agreement.
less isk being printed is always good.