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New dev blog: Tech is fine l2p

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Author
Zhade Lezte
#961 - 2012-07-31 19:21:38 UTC  |  Edited by: Zhade Lezte
Actually couldn't CCP just allow outpost owners to change the broker fee tax percentage for a station, whether they want to do that as free or some absurd percentage, since those already go to the station owner? This kind of freedom is already allowed for POCOs, station repair bills, science & industry slots, refining tax, etc.

People pay a premium already on the nullsec market & public contracts already for not having to deal with nullsec logistics, it could actually be feasibly taxable without completely eliminating any interest in using the market. Unless you **** yourself up by charging absurd taxes, but hey sandbox tools, sandbox consequences.

With the way taxes work some of the burden will ultimately be placed onto the buyer as well as the seller who is actually making money, and it does sort of suck to indirectly tax spending, but vOv. Still seems like a good idea.
rodyas
Tie Fighters Inc
#962 - 2012-07-31 19:52:26 UTC
Werst Dendenahzees wrote:
UtamaDoc wrote:


it does nothing but promote blob warfare and although yes this game is incredibly social not everyone can spend 23/7 playing the game. Back in 2006 the game was exciting, there were things that small hit and run groups could do. Take a look now and everything points towards blob and alliance whoring memberships.


Blob warfare, the metagame and space Game Of Thrones politics are literally the only reasons to play EVE. Small gang elite pvp (tildes, tildes) can be had in every other game in the world, including Call of Duty, Halo, World of Tanks, etc. There is no other game that offers 2000 vs 2000 space battles.


Strange to think, EVE could just be reduced to just 4,000 people playing it.

Signature removed for inappropriate language - CCP Eterne

Shidhe
The Babylon5 Consortuim
#963 - 2012-07-31 20:47:32 UTC
Hmm. Look at oil in the real world just now. Extreme price volatility is a function of a limited supply material reaching peak production. The problem with EvE raw materials is that there are a few bottle necks and a lot of not valuable stuff. Who really keeps track of all the material from wormholes - you just count the nanoribbons.

The key to a good economy is diversity of supply and more diverse lists of ingredients - and alchemy only goes part way to do that. EvE needs new components made from a wide range of sources - not like the old T3 bits which were almost all from one source. That promotes trade (and also piracy), and many of the old common things can be made more valuable by including them in other menus (Dyspro and nanoribbons not allowed). Most of all, a boost to planetary interaction is needed, so more use of that would be good - provided that planetary interaction in high sec is shut down.... (most obvious beneficial industrial policy change in the game...)
Yeep
The Scope
Gallente Federation
#964 - 2012-07-31 21:40:54 UTC
rodyas wrote:
Werst Dendenahzees wrote:
UtamaDoc wrote:


it does nothing but promote blob warfare and although yes this game is incredibly social not everyone can spend 23/7 playing the game. Back in 2006 the game was exciting, there were things that small hit and run groups could do. Take a look now and everything points towards blob and alliance whoring memberships.


Blob warfare, the metagame and space Game Of Thrones politics are literally the only reasons to play EVE. Small gang elite pvp (tildes, tildes) can be had in every other game in the world, including Call of Duty, Halo, World of Tanks, etc. There is no other game that offers 2000 vs 2000 space battles.


Strange to think, EVE could just be reduced to just 4,000 people playing it.


"Strange to think" perhaps but it looks like reading comprehension isn't your strong point either.
Heathkit
Pator Tech School
Minmatar Republic
#965 - 2012-08-01 00:33:14 UTC
Shidhe wrote:
The key to a good economy is diversity of supply and more diverse lists of ingredients - and alchemy only goes part way to do that. EvE needs new components made from a wide range of sources - not like the old T3 bits which were almost all from one source. That promotes trade (and also piracy), and many of the old common things can be made more valuable by including them in other menus (Dyspro and nanoribbons not allowed). Most of all, a boost to planetary interaction is needed, so more use of that would be good - provided that planetary interaction in high sec is shut down.... (most obvious beneficial industrial policy change in the game...)


I agree completely - I wish CCP thought this way
corestwo
Goonfleet Investment Banking
#966 - 2012-08-01 02:26:35 UTC
UtamaDoc wrote:
corestwo wrote:
The overwhelming majority of market tax in this game is paid right down in Jita 4-4 (8.1T worth of market transactions in a day, 4.8T of which were in Jita), whereas VFK is absolutely miniscule (0.72% of Jita). If I work backwards through some of Diagoras' stats, us getting market taxes in VFK would be an additional 12B/mo of income - for comparison, a total of 1.75T is removed per month.

That 12B doesn't sound like much, but with CCP nerfing moons now and talking about removing moons as the source of moongoo in the future with no promises on replacing even a fraction of the income we get from them, every little bit helps. Meanwhile, on the isk sink front, it's a rounding error.


Show me where it says removal of moon mining


CCP Fozzie wrote:
Louis deGuerre wrote:
If this ensure that prices drop so I can afford to PVP again in something other than T1 frigs I love it.

But I just don't get it. It is such a strange solution.

Why not use your PI system (flaws and all) to produce vital moon minerals instead ?
That would ensure that minerals are distributed more evenly over the galaxy, are dynamic resources, and give DUST bunnies something meaningful to fight over.


This is the first step in our plan to revamp tech 2 production. Changes to how the minerals are obtained will be coming before we're done (although probably not from PI).


This goes hand in hand with "Ring Mining" though perhaps they'll do something different. Still, if it's not feasibly taxable, then CCP is completely eliminating that as an income source.

This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.

fofofo

rodyas
Tie Fighters Inc
#967 - 2012-08-01 04:12:18 UTC
Yeep wrote:
rodyas wrote:
Werst Dendenahzees wrote:
UtamaDoc wrote:


it does nothing but promote blob warfare and although yes this game is incredibly social not everyone can spend 23/7 playing the game. Back in 2006 the game was exciting, there were things that small hit and run groups could do. Take a look now and everything points towards blob and alliance whoring memberships.


Blob warfare, the metagame and space Game Of Thrones politics are literally the only reasons to play EVE. Small gang elite pvp (tildes, tildes) can be had in every other game in the world, including Call of Duty, Halo, World of Tanks, etc. There is no other game that offers 2000 vs 2000 space battles.


Strange to think, EVE could just be reduced to just 4,000 people playing it.


"Strange to think" perhaps but it looks like reading comprehension isn't your strong point either.


Well I was mostly commenting on his ****** attitude, and that ****** attitude would lead to more AAA failscade wars and not great wars.

After getting past his crusty attitude, I see he is mostly afraid of his turf or thing he enjoys getting overrun by new or bigger things. (What is funny, and leads me to comment on his ****** attitude, is that the guy he replied to was afriad of the something overruning his game, then the goons says, its okay for that too be overrun, what it important is what the goons likes, should not be overrun. So both are afraid of something they like being overrun, but one has a ****** attitude the whole time.)

Its a balance really, a game should have alot of facets and activites, but at the same time those activites stress out other activites or make them feel like they will disapear. Happens and sometimes they do disappear or so.

Of course I am sure you will reply, well that goons ****** attitude, is a part of the game, and you should try to incorporate it, and turn it into another enjoyable facet of this game, as long as it doesn't take away something else like peoples good attitudes being overun by his bad one. That is true, but it is a challenge, and we shall see if it will suceed or not.

Signature removed for inappropriate language - CCP Eterne

rodyas
Tie Fighters Inc
#968 - 2012-08-01 04:37:28 UTC
corestwo wrote:
UtamaDoc wrote:
corestwo wrote:
The overwhelming majority of market tax in this game is paid right down in Jita 4-4 (8.1T worth of market transactions in a day, 4.8T of which were in Jita), whereas VFK is absolutely miniscule (0.72% of Jita). If I work backwards through some of Diagoras' stats, us getting market taxes in VFK would be an additional 12B/mo of income - for comparison, a total of 1.75T is removed per month.

That 12B doesn't sound like much, but with CCP nerfing moons now and talking about removing moons as the source of moongoo in the future with no promises on replacing even a fraction of the income we get from them, every little bit helps. Meanwhile, on the isk sink front, it's a rounding error.


Show me where it says removal of moon mining


CCP Fozzie wrote:
Louis deGuerre wrote:
If this ensure that prices drop so I can afford to PVP again in something other than T1 frigs I love it.

But I just don't get it. It is such a strange solution.

Why not use your PI system (flaws and all) to produce vital moon minerals instead ?
That would ensure that minerals are distributed more evenly over the galaxy, are dynamic resources, and give DUST bunnies something meaningful to fight over.


This is the first step in our plan to revamp tech 2 production. Changes to how the minerals are obtained will be coming before we're done (although probably not from PI).



This goes hand in hand with "Ring Mining" though perhaps they'll do something different. Still, if it's not feasibly taxable, then CCP is completely eliminating that as an income source.



I am a bit slow on these tax issues, why is it important for the game to have automatic taxes for alliances and corps? Also why is it not possible to just have a part of the profit after a ring mining op go to the alliance or corp wallet? Seems like CEO's have a hard time selling a tax to their members, so they hope CCP will just force one, then they can ride the coat tails of it.

I know if you forced others to pay taxes if it wasn't forced by CCP, they would just leave the alliance or corp, but then how does CCP add new taxes to the game, if players react that way.

Also curious to what, alot of corps spend tax money on, or why tax money is so important as well.

Signature removed for inappropriate language - CCP Eterne

Altaica Amur
Aliastra
Gallente Federation
#969 - 2012-08-01 05:21:46 UTC  |  Edited by: Altaica Amur
What sort of weird inverted verse are we living in where it's the goons who post eloquent well reasoned and legible arguments? Weren't they supposed to be the howling masses that don't know the first thing about eve?

In response to your post there Rod, alliances have expenses, a great many of them. Be that sov bills, jump bridges, reimbursements and other subsidies. It all has to be paid for somehow. Historically one solution has been renters, letting people use your space for money. Needless to say this system is not without it's flaws. Others have used 'moongoo' to finance their alliance coffers. Which also has the issue of being a very top-down income source.

The attractiveness of letting alliances tax more things is that it allows them to pay their bills while encouraging them to foster a bottom-up economy within their territory.

Edit: In addition, this is a change that helps alliance finances unilaterally, not favoring one particular group.
rodyas
Tie Fighters Inc
#970 - 2012-08-01 05:43:33 UTC
Ah, I totally forgot about the bills. That is tough. Also I suppose jump bridges as well. Lot of good points really.

The bottom-up economy seems harder for an alliance to foster. Seems like the sec status nerf hurts that alot. Or that most activites for grunts to do lie in CCP's hands. (From my own personality I would propably choose moon goo, over renters) Only bottom-up through taxes seem, for like smoothing out the game in general for new people or venture people or industrial people. Like buying skillbooks, or other things, to help them move forward faster, (Then in turn they make their own money faster or become more independent) (or industrial, with helping to subsidies ore and ships bought) (Suppose pvp gets the new ships, but sometimes that seems hard to make smaller, as well as the general stuf) ( Suppose loans through taxes can help expand things, as long as ya trust him I suppose.)

I suppose those things are nice, but I mostly clash with how much CEO's feel like there is alot to do in the game, but at a lower lvl it doesn't seem like there is a lot to do. So an emphasis on taxes usually confuse me.

Though the SOV bill and jumpbridges to add more to a CEO's attitude.

Just caught the favoring one particular group. Forgot the tax system is already kind of broken and some activites go untaxed, why more emphasis on more things getting taxed, so it ends up more fairer. (But like I said, just generally feel, there isn't enough to do to warrant taxes, and suppose some CCP nerfs hurt that as well)(Don't want to blame CCP for them, that is another thread)

Signature removed for inappropriate language - CCP Eterne

rodyas
Tie Fighters Inc
#971 - 2012-08-01 05:45:44 UTC
Also the goons seem to have a rough exterior, but once you crack that off, they are nice to talk to.

Signature removed for inappropriate language - CCP Eterne

Sigras
Conglomo
#972 - 2012-08-01 07:48:01 UTC
I have to ask, even though I think I know the answer.

Do you think 0.0 should be geared toward more of a top-down economy or a bottom-up economy?

Historically, 0.0 has always been very top down, though that is gradually changing.

I think both should be viable
rodyas
Tie Fighters Inc
#973 - 2012-08-01 08:28:58 UTC
Not sure who that question is aimed for.

I would mostly wish both were viable. It is hard to support both of them, just choosing one would make it easier though. Suppose 0.0 was suppose to be about conflict and change, so having it bottom-up wouldn't make too much sense. People would be content, and CEO's would have to poke the fat members to keep moving.

I would mostly prefer more activites for grunts, or people at the bottom to engage in. Null is a hard place to do much in, but it wouldn't change a lot if it was easy. Its kind of hard to design something new. Most allainces seem to rely on moons alot, but most people down there want to pvp. So that makes sense, a blessig and a curse. Not much reason to make it too bottom-up in null if people mostly want to pvp down there. Unless you want pvp in null to change to mostly small pvp groups or something. Or perhaps for more industry down there, but with station refining rates so low, its pretty hard, plus if that was changed too easy, or not much change happens.

Usually during war, one side usually has alot of refugees or death, which makes it hard to be bottom up really. (Unless you factor in the american dream, where you can go to war and escape becoming a refugee or casualty)

Signature removed for inappropriate language - CCP Eterne

Sigras
Conglomo
#974 - 2012-08-01 08:57:30 UTC
I just feel that with the current "top-down" model, there is less and less small gang PvP in null. That and there is less and less of a way for a small entity to fight a guerilla war against a larger one.

Look at TEST, they can leave their space completely vacant and go invade a region dozens of jumps away because they know that they're making just as much isk now as they were before, and there is nobody stupid enough to drop the dreads necessary to take out any of their income sources.

Honestly, I believe that if ring mining contains moon materials, then they should move moon miners outside of the POS shield and let them be incapped by small-medium sized fleets, thus making the large alliances actually have to actively defend their space.

If a small-medium sized gang could sweep in and incap a whole ton of moon miners, the larger entity might be more inclined to be defensively minded rather than the total offense we have now.

I guess this is still top down, but at least now its based on member participation not alliance force projection.
rodyas
Tie Fighters Inc
#975 - 2012-08-01 09:19:49 UTC
Sometimes I kind of support the ring mining, becuase of the activity. In theory players have to be more active to have the moon goo, rather then just plunk down a POS then the POS does all the work. It is hard with the small gangs vs. the mega fleets and stuff. Most MMOs suffer from that problem, which makes it really hard to solve.

Well I was thinking the ship balancing might help. There might be more ways to tackle the blobs then just bottom-up economy. like you said TEST ups the anty with dreads. The team on the other side only has dreads to defend with nothing special. Doesn't make you want to defend or fight, not having anythign special.

Like I mean, AAA tried to counter drakes with T3 cruisers. But with capitals there is nothing like that for AAA to use. So why would they want to fight. (Like russians prefer or like their own AK-47s and if you would take them away, they would hate you and perhaps not fight as much) Like some alliance prefer T1 ships and capitals, but other alliance hate that, so they don't want to fight goons or TEST. I mostly feel bad there is no T2 capital or perhaps T2 supers, other allaince can bring in for backup to help fight the blob. I mean T2 only goes so far as BS, so there is no real back up coming, when dreads start appearing.

Sorry that was propably off what you wanted. But you just have a major problem most MMOs face, so it will be hard to solve most likely.

Signature removed for inappropriate language - CCP Eterne

UtamaDoc
Heavywater Innovations
#976 - 2012-08-01 09:31:12 UTC
corestwo wrote:
UtamaDoc wrote:
corestwo wrote:
The overwhelming majority of market tax in this game is paid right down in Jita 4-4 (8.1T worth of market transactions in a day, 4.8T of which were in Jita), whereas VFK is absolutely miniscule (0.72% of Jita). If I work backwards through some of Diagoras' stats, us getting market taxes in VFK would be an additional 12B/mo of income - for comparison, a total of 1.75T is removed per month.

That 12B doesn't sound like much, but with CCP nerfing moons now and talking about removing moons as the source of moongoo in the future with no promises on replacing even a fraction of the income we get from them, every little bit helps. Meanwhile, on the isk sink front, it's a rounding error.


Show me where it says removal of moon mining


CCP Fozzie wrote:
Louis deGuerre wrote:
If this ensure that prices drop so I can afford to PVP again in something other than T1 frigs I love it.

But I just don't get it. It is such a strange solution.

Why not use your PI system (flaws and all) to produce vital moon minerals instead ?
That would ensure that minerals are distributed more evenly over the galaxy, are dynamic resources, and give DUST bunnies something meaningful to fight over.


This is the first step in our plan to revamp tech 2 production. Changes to how the minerals are obtained will be coming before we're done (although probably not from PI).


This goes hand in hand with "Ring Mining" though perhaps they'll do something different. Still, if it's not feasibly taxable, then CCP is completely eliminating that as an income source.


I can't see CCP doing that - whats the point in having moons.

From what my understanding of Ring Mining was it was to keep you Goons from monopolosing the market like you have done.

Does't Fozzie say somewhere that once a limit is reached these rings appear for people to mine?
Sigras
Conglomo
#977 - 2012-08-01 09:43:47 UTC
well, im more just thinking of bringing back small gang PvP, and giving smaller groups a chance to disrupt the massive isk machine of large alliances.

Right now, any alliance smaller than 600 people cant cause any significant financial damage to the larger entities. Im not saying a small group should be able to come in and take all of your stuff, but what i am saying is that if you want to profit off of large areas of space, you'd better be defending them.

What im thinking of is giving moon miners 1,000,000 EHP before they get incapped, and putting them outside the shield bubble.

This would mean one minute of shooting by 20 ships each doing 1,000 DPS. This would cause large alliances to actively defend their space in order to get the massive amounts of isk they currently get.

The problem I have right now is that large alliances dont need to defend their space at all because they know that nobody is going to risk such a massive fleet against their towers, and even if they do, they may get one or two towers into RF but theyre risking much more isk than is proportional.

This would change that.
Yeep
The Scope
Gallente Federation
#978 - 2012-08-01 09:52:36 UTC
Sigras wrote:

Look at TEST, they can leave their space completely vacant and go invade a region dozens of jumps away because they know that they're making just as much isk now as they were before, and there is nobody stupid enough to drop the dreads necessary to take out any of their income sources.


I'd say rather that there is nobody smart or patient enough. Hit enough moons over a long enough period of time and Test will have to choose between canceling their deployment or losing some moons (or trying to keep two balls in the air at once at the risk of burning out their pilots).

Or do you think you should be able to half-arse attacking an entity larger and more organised than yourself and still win?
UtamaDoc
Heavywater Innovations
#979 - 2012-08-01 11:36:36 UTC  |  Edited by: UtamaDoc
Quote:
There are more problems with our current system of moon mining and tech two production than just the price of Technetium, which is why we now have a comprehensive plan to address these issues over multiple releases. The end goal is for the materials for tech two production to come from player activities that require group gameplay and risk taking, and that provide appropriate rewards. This will eventually involve changes to both resource collection and the build requirements for construction of tech two materials and items. A responsible first step in this plan is to ensure that as much as possible the tech two components market is shielded from unnecessary price shocks.


Says it right there.

Moon mining looks to be on the chopping board which to me is a shame since the act of moon mining isn't where the problem is; its the monopoly of having the bottle neck in one area of the game and having complexes that only 100 man fleets can disrupt.

I have to wonder there are so many moons out there that surely running reaction pos'es on them and buying everything off the market - whether that still will be worth the effort after Frozzie has dug his teeth into this.
corestwo
Goonfleet Investment Banking
#980 - 2012-08-01 14:39:08 UTC  |  Edited by: corestwo
Sigras wrote:
I have to ask, even though I think I know the answer.

Do you think 0.0 should be geared toward more of a top-down economy or a bottom-up economy?

Historically, 0.0 has always been very top down, though that is gradually changing.

I think both should be viable


A nullsec economy should absolutely be primarily bottom up. An alliance should have to live in its space and have its pilots living in the space to be able to hold the space, as opposed to now where they can hold space and pilots can do whatever they want because its all moon income anyway. Because of this, I personally disagree that top down should be viable at all - top down things like moons should be a "cherry on top" rather than an enabler of space on their own.


  • Diverse and taxable income streams. Ratting, mining, plexing, PI, whatever - players should have a choice. It should be income accessible for the average grunt.
  • These income streams should be linked to sovereignty. Most already are in some way - running anomalies is superior to belt ratting and sovereignty offers upgrades that attract more anomalies. Grav mining is superior to belt mining and sovereignty offers upgrades to get better grav belts, and so on.
  • These activities must be taxable, and the players need to not be able to avoid the tax. Mining taxes as they stand can be avoided, ratting and PI taxes cannot be. Future systems need to more resemble PI and ratting in terms of taxability than mining.


Rodyas asked - why? What do alliances pay for anyway? At a minimum, we pay sovereignty bills and other expenses related to holding space. We (speaking of goons in particular now) also pay strategic reimbursements so pilots can keep fighting and peacetime reimbursements so goons can go shoot anything anywhere and be reimbursed if they die. This may sound like extravagance but CCP should like it that we (and many other large alliances) have this sort of subsidy - it encourages the enormous battles that they love to tout in the press. Blink

Believe it or not this is something goons have wanted to see for a long time. We were happy to band together to milk tech for all it was worth while it lasted, but that doesn't mean we didn't recognize it as a dumb system. Blink

UtamaDoc wrote:
Quote:
There are more problems with our current system of moon mining and tech two production than just the price of Technetium, which is why we now have a comprehensive plan to address these issues over multiple releases. The end goal is for the materials for tech two production to come from player activities that require group gameplay and risk taking, and that provide appropriate rewards. This will eventually involve changes to both resource collection and the build requirements for construction of tech two materials and items. A responsible first step in this plan is to ensure that as much as possible the tech two components market is shielded from unnecessary price shocks.


Says it right there.

Moon mining looks to be on the chopping board which to me is a shame since the act of moon mining isn't where the problem is; its the monopoly of having the bottle neck in one area of the game and having complexes that only 100 man fleets can disrupt.

I have to wonder there are so many moons out there that surely running reaction pos'es on them and buying everything off the market - whether that still will be worth the effort after Frozzie has dug his teeth into this.

You're half right - the problem is the bottleneck. The monopoly exacerbated the issue (and made it very glaringly public) but Tech would have gotten up to old dysprosium/promethium levels (which never was monopolized) all on its own if we'd left it be. Without a properly tuned alchemy system in place, the nature of the moon system makes a bottleneck guaranteed. If CCP's solution right now were to simply change mineral usage around (like they did to fix dyspro/prom) we'd likely have another bottleneck before long.

The fortunate thing is that Fozzie seems to realize this, so maybe it'll get fixed right proper this time. Just so long as he remembers to allow alliances their income Blink

This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.

fofofo