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Isk problems

Author
A Soporific
Perkone
Caldari State
#41 - 2012-07-30 20:31:19 UTC
Lipbite wrote:
My bank charge me few bucks every month for having account with them. + they charge per transaction, + for incoming money, + for issuing new cards. I pay them so they could earn interest on my money.

Could be fun to see something like that in EVE. Can't imagine amount of outrage among players who will see their funds decreased while accounts were inactive.


What bank do you have?
I just want to make sure that I never to business with them. Might I suggest a Credit Union?




Alara: I have to say that Tags are important, and should not be removed. But maybe allowing you to buy the tags could have a similar effect.
Tippia
Sunshine and Lollipops
#42 - 2012-07-30 20:37:53 UTC
Richard Desturned wrote:
Julius Rigel wrote:
There's hundreds of million of ISK disappearing every day from the Jita market PER ITEM alone.
really now
Let's see…

Assuming an average of half-skilled traders for a final tax of 1%, meaning 10bn worth of stuff needs to be sold.

O, hai Invuln Field II — 1.8M a pop with a volume peaking at 6.5k units = 11.7bn traded = 117M ISK removed in taxes. Bear
A Soporific
Perkone
Caldari State
#43 - 2012-07-30 20:44:31 UTC
Tippia wrote:
Richard Desturned wrote:
Julius Rigel wrote:
There's hundreds of million of ISK disappearing every day from the Jita market PER ITEM alone.
really now
Let's see…

Assuming an average of half-skilled traders for a final tax of 1%, meaning 10bn worth of stuff needs to be sold.

O, hai Invuln Field II — 1.8M a pop with a volume peaking at 6.5k units = 11.7bn traded = 117M ISK removed in taxes. Bear


Taxes are the primary method for removing isk from the game. However, it's failing to keep pace with the amount of isk coming in from other sources. Simply increasing the tax rate does not promise to be a solution, so any other ideas?
DarthNefarius
Minmatar Heavy Industries
#44 - 2012-07-30 20:53:56 UTC  |  Edited by: DarthNefarius
A Soporific wrote:

Taxes are the primary method for removing isk from the game.


You are very wrong http://twostep4csm.blogspot.com/2012/03/its-econmony-stupid.html
They are 1/6 the primary & 1/3 the secondary ISK sinks from numbers provided by CCP Diagoras from last February.
Adding the broker fee to taxes still makes it into the teritiary ISK sink.
The shadowy, ephemeral inactive account ISK sink probably pushes it back farther
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
A Soporific
Perkone
Caldari State
#45 - 2012-07-30 21:02:12 UTC
For some values of taxes, I was imprecise with my terms and used a different break down than the official. All of this is largely irrelevant to the topic at hand, is it not? I'm not attempting a polemic, simply asking for other perspectives and ideas.
DarthNefarius
Minmatar Heavy Industries
#46 - 2012-07-30 21:09:59 UTC
Sort of an out there idea:
Hiring NPCs to patrol around your POS's would be an interesting ISK sink.
Dunno if it'd be very popular though unless you could purchase them in extreme game breaking amounts though.
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Thor Kerrigan
Guardians of Asceticism
#47 - 2012-07-30 21:12:19 UTC
How about exponentially bigger optional ISK sinks.

Since they are optional, unlike market tax, the newbies are not penalized by the high-and-ever-increasing costs.

It would be probably better to make these alliance-oriented ISK sinks.

The rewards must remain linear, just like training skill points, but the ISK grows exponentially for each extra 5% better something else. It also makes the investment that much more valuable when destroyed.

I'm talking about things like officer-fit sov mods, bonuses, fleet boosts, sov upgrades, etc.
Hans Zwaardhandler
Resilience.
The Initiative.
#48 - 2012-07-30 21:13:52 UTC
Planetary taxes in non player owned POCO's and other PI functions took isk out of your wallet. Maybe expand in the variety of Planetary constructions that one can perform and work upon? Would be interesting to see, though it's probably not the best of ideas.
Shalua Rui
Rui Freelance Mining
#49 - 2012-07-30 21:14:37 UTC
Charles Baker wrote:
99 problems but ISK ain't one.


True... over any of that, I'd take LP transfer between factions anytime!

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

A Soporific
Perkone
Caldari State
#50 - 2012-07-30 21:31:12 UTC
Pay for Play High Sec and Low Sec NPC Police? Like double cost vs. reward for destruction and a standing hit?

I don't know... It's an idea but it need way more to make it viable.
Richard Desturned
Royal Amarr Institute
Amarr Empire
#51 - 2012-07-30 21:40:50 UTC
Tippia wrote:
Richard Desturned wrote:
Julius Rigel wrote:
There's hundreds of million of ISK disappearing every day from the Jita market PER ITEM alone.
really now
Let's see…

Assuming an average of half-skilled traders for a final tax of 1%, meaning 10bn worth of stuff needs to be sold.

O, hai Invuln Field II — 1.8M a pop with a volume peaking at 6.5k units = 11.7bn traded = 117M ISK removed in taxes. Bear


i thought he was assuming that everything in jita is npc seeded or something silly like that

npc alts have no opinions worth consideration

Jim Era
#52 - 2012-07-30 22:22:31 UTC
What about fitting fees?
Think of the people (or equipment) that has to fit your ships. It could cost something.
Note that it should be a minimal amount to not offset the number of refits but seeing as how often we do change fittings it could easily prove to be a decent ISK sink perhaps.

Wat™

A Soporific
Perkone
Caldari State
#53 - 2012-07-30 22:40:17 UTC
Fitting fees would sink a lot of isk, but it'd be a constant annoyance and might cripple newbies. I'm not particularly happy with that idea. Maybe something more optional.
Simi Kusoni
HelloKittyFanclub
#54 - 2012-07-30 22:46:15 UTC
Add a 300m charge to post on the forums... per post...

Maybe then us space rich types can have a pleasant conversation without the riff raff joining in.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Jett0
Ministry of War
Amarr Empire
#55 - 2012-07-30 23:05:56 UTC
Tippia wrote:
A Soporific wrote:
I don't know how much pressure skins would put on the server.
Four more bytes sent for every ship on grid.


How do you figure that? (Seriously, I'm curious.)
And how much is that in terms of overall performance? Would it start to add up, or be barely noticeable?

Occasionally plays sober

Simi Kusoni
HelloKittyFanclub
#56 - 2012-07-30 23:15:38 UTC
Jett0 wrote:
Tippia wrote:
A Soporific wrote:
I don't know how much pressure skins would put on the server.
Four more bytes sent for every ship on grid.


How do you figure that? (Seriously, I'm curious.)
And how much is that in terms of overall performance? Would it start to add up, or be barely noticeable?

Tippia is guessing, it would depend on implementation. But essentially all you would need to send is a small amount of data detailing what skin to use, how small would depend on the number of available skins and configurations (e.g. showing corp logo or not showing corp logo).

Loading corp logos more often might add a tiny bit more lag, but even they are made up in game and I guess can be stored in a pretty tiny amount of data. Alliance logos would probably be an issue in places like Jita, since they are custom images. Maybe.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

foxnod
Perkone
Caldari State
#57 - 2012-07-30 23:17:24 UTC
Increase the cost to start a new corp from 2mil to 200mil.
Simi Kusoni
HelloKittyFanclub
#58 - 2012-07-30 23:23:57 UTC
foxnod wrote:
Increase the cost to start a new corp from 2mil to 200mil.

That would probably actually be a good idea. I swear those noob corps are terrible for rookies. You know, the corps started by rookies that try to get other rookies to join? You always have the stereotypical terribad high sec CEO pretending he knows what he's doing and it always ends in tears.

Anything that discourages them and raises taxes can't be bad, hopefully at least some rookies would end up in real corps instead.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Tippia
Sunshine and Lollipops
#59 - 2012-07-30 23:29:46 UTC
Jett0 wrote:
[How do you figure that? (Seriously, I'm curious.)
1000 skins per ship = 10 bits + 22 option flags = 32 bits total = 4 bytes. Blink
…but that's just for the simplest and most naïve implementation— more intricate stuff would require more (e.g. pre-defined colour patches = 3 bytes per patch).
Quote:
And how much is that in terms of overall performance?
In a 1k vs 1k fight, it would be another 8kB each clients needs to receive and process as they load the grid (or 16MB more for the server to send). The bigger problem would probably be for the gfx card to set up all those different objects, rather than copy-paste the same 10 instances all over the screen — not that it would necessarily slow things down all that much, but it would require a bit more care and consideration in designing the shaders. Also, if it made use of actual skins, the memory requirements could quickly turn ugly.
Johan Civire
Caldari Provisions
Caldari State
#60 - 2012-07-30 23:29:56 UTC
When i read the title of this post i was thinking a other troll/QQ and i was try to post /facepalm but some of your post are good even infact lets not do the /facepalm post but i keep it openmind for this one.