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Substantially decrease the mineral needs of BP's?

Author
Tippia
Sunshine and Lollipops
#41 - 2012-10-25 18:56:25 UTC  |  Edited by: Tippia
Natsett Amuinn wrote:
The stuff players make should be better than the stuff dropped off of NPC's. We shouldn't make meta 0 stuff, we should be making the meta 4 stuff.
We're already making the meta 5 stuff, and all the components that go into it. If the named items become plentiful enough, it too turns into T2 components. The NPC stuff isn't better — it's just different (usually easier to fit and use at the cost of being impossible to produce on demand).

…well, again assuming we're not talking about the Meta-11+ stuff.

Vanyr Andrard wrote:
Respondents, mainly Tippia: T0 items are worse than meta items.
I don't know about the others, but that certainly isn't what I said.
Beckie DeLey
Garoun Investment Bank
Gallente Federation
#42 - 2012-10-25 18:57:32 UTC
Doddy wrote:
Natsett Amuinn wrote:


Would it be a bad thing for my T1 items to actually be better than the NPC dropped stuff?


Well yes, someone actually had to do something to get the npc one.




Riiiiiiight.

Because manufacturing is just pushing a button every two weeks.


I'm not going to lie, that was a pretty stupid thing to post :)

My siren's name is Brick and she is the prettiest.

Beckie DeLey
Garoun Investment Bank
Gallente Federation
#43 - 2012-10-25 19:02:41 UTC
Lady Ayeipsia wrote:
Beckie DeLey wrote:
I don't see how making meta 0 stuff cheaper would have any major impact. Even if there was a difference between 400k ISK for a Meta 4 item and 40k ISK for a meta 0, the playermade Meta 0 woould still not sell in any meaningful quantities. The problem is how much ISK is in player hands these days. I don't care if i have to pay 400k instead of 40k when i can make a conservative 20m ISK/hour in highsec.

So, imo changing the BPOS to produce T1 stuff cheaper won't do anything. In the case of ships i'd argue the other way round actually. Stuff needs to be more expensive. Like... factor 10 or something. Losing a battleship needs to mean more than having to run missions for 5 hours to get the money back. Stuff is worth nothing at the moment and that is the biggest problem that EVEs market faces right now. CCP can tweak and change all they want, as long as they don't find a way to close up all the ISK fountains and simultanously find a way to slowly drain the wallets of the players, the player market will always be fundamentally broken.



You can't have a negative isk flow. Too many people will get bored of constant ratting/missioning to replace losses. You need a fair balance so the majority of us who enjoy pvp can spend tome killing instead of covering ship losses.

Look, I've been in RvB 3 times. The first two times were fun, but costly. I had to spend more time missioning/grinding for isk to cover my losses. This 3rd time, I fly cheaper and make ample with my indy alts. I get far more enjoyment out of the game this way. If I had to work constantly to replace losses, eve becomes a job and people stop playing. Ccp doesn't want that either.

I was in nul. It sucked for me. We were in constant cta/deployment, limited time to make funds, and our alliance lacked funds for a ship replacement program. Eve became a job, it sucked. I moved out.

Now, I have my fun, make some extra isk so my wallet grows, and want to keep playing becausr in a few years i can fly and lose some caps without turning eve back to a job.

Again, that is the real balance needed in eve. A slow growth of the wallet that lets you build to future plans without turning eve into a job. A constant slow wallet drain would **** too many off and kill the fun.


People having tens of billions in their wallet is just wrong. There is no wayaround that.
Yes, people need to be liquid enough to buy stuff - otherwise the market wouldn't work either. But you shouldn't be allowed to lose a battleship each day and still come out on top. Alliances should not be able to welp complete fleets of Drakes each day and shrugging it off. That this stuff is possible takes all the meaning out of the market, we might as well just push a button and get whatever we want like it is at the moment.

My siren's name is Brick and she is the prettiest.

Doddy
Excidium.
#44 - 2012-10-25 19:03:44 UTC
Beckie DeLey wrote:
Doddy wrote:
Natsett Amuinn wrote:


Would it be a bad thing for my T1 items to actually be better than the NPC dropped stuff?


Well yes, someone actually had to do something to get the npc one.




Riiiiiiight.

Because manufacturing is just pushing a button every two weeks.


I'm not going to lie, that was a pretty stupid thing to post :)


Well?

t1 module manufactury is so ridiculously simple that any player can do it within a couple of hours of starting the game and can do it 100% efficient in less than a week. There is no profit in it because anyone can do it any time almost anywhere with very small outlay.

In any case making the player made stuff meta 4 would have zero effect on profit made by players (it would be back it build cost in like a week) and would in fact render the lower meta levels entirely pointless and in many cases render t2 production completely pointless as well.
Iosue
League of Gentlemen
The Initiative.
#45 - 2012-10-25 19:06:37 UTC
Natsett Amuinn wrote:
Tippia wrote:
Natsett Amuinn wrote:
Why must it be that the NPC loot one is better than the player made one?
Funnily enough, the player-made one is better.

Actually most of the NPC vaiants on modules are better.

That NPC dropped torpedo launcher sells for almost 400k isk in jita.
The player made one? 52k


i'm guessing if production was altered so that meta 1-4 items were producible by players, not much would change. reason being, everyone and their mom would start producing higher meta items and end up flooding the market with those as well. by making this type of change, you'd boost the supply thereby affecting the pricing of those modules in a negative way.

take t1 ship hulls for example. although there aren't meta hulls, there are different tiers with some being "better" than others. but this doesn't matter; whether you're trying to build the dominix or hyperion you won't find much difference in the profitability of either since the market is flooded with both.

the only thing that would impact this scenario is if there were some restricted material/resource used in the production of the higher meta gear. This is already the case for T2, T3 and faction gear. however, if ccp were to do this, i'm guessing it wouldn't be anything as rare as tech, nanoribbons or faction bpo's since we're only talking about meta 1-4 items here. most likely, it would be something that week old noobs can access, which would open the flood gates for all levels of producers.
Roll Sizzle Beef
Space Mutiny
#46 - 2012-10-25 19:09:09 UTC  |  Edited by: Roll Sizzle Beef
Meta 1-4 needs to be reworked across all modules. Each one should offer a little different variation than just a limited scale of "better". A t2 should just be the "better" all around variation.
Ex: The heavy missile launcher.
Change meta 0 to the stats of meta 2 across the board. meta 1-4 then adjust those starting stats such as
a meta 1 has lower fitting requirements
a meta 2 can have a higher rate of fire with smaller ammo capacity
a meta 3 could hold more ammo
a meta 4 suffers less overheat damage.

NPC should no longer drop meta 1-4 gear but parts that are used to produce new invented meta 1-4 gear. The t0 invention randomly produces a meta 1 or 4 bpc much like a random t3 subsystem reverse engineer. T2 can be reverse engineer in which you take the meta 1-4 produced instead of a meta0 to turn into the bpc.
Vanyr Andrard
VacuumTube
#47 - 2012-10-25 19:12:29 UTC
Tippia wrote:


Vanyr Andrard wrote:
Respondents, mainly Tippia: T0 items are worse than meta items.
I don't know about the others, but that certainly isn't what I said.



Natsett Amuinn wrote:
That's not an excuse for having NPC loot that is better than what industrialists can build


Tippia wrote:
It's not an excuse. It's just a fact that makes it a non-issue

"If they were strictly better and correspondingly used more, they would be more expensive."
"It may be worse, but there's no chance that you'll run out"


Natsett Amuinn wrote:
I do not believe that the purpose of T1 items is to build T2 items.

Your response "It is these days"

Sorry, but it is. Natsett's point was that meta0 items should be better, and the essence of your reply was just to say over and over, "but they aren't better", which is nonresponsive, and boils down to exactly as I said above.
Beckie DeLey
Garoun Investment Bank
Gallente Federation
#48 - 2012-10-25 19:14:39 UTC
Roll Sizzle Beef wrote:
Meta 1-4 needs to be reworked across all modules. Each one should offer a little different variation than just a limited scale of "better". A t2 should just be the "better" all around variation.[...]


A tiericide across all modules? That would indeed be fantastic, but we all know that CCP would have to hire 20 new guys for that...

My siren's name is Brick and she is the prettiest.

Vanyr Andrard
VacuumTube
#49 - 2012-10-25 19:15:05 UTC  |  Edited by: Vanyr Andrard
Doddy wrote:
Beckie DeLey wrote:
Doddy wrote:
Natsett Amuinn wrote:


Would it be a bad thing for my T1 items to actually be better than the NPC dropped stuff?


Well yes, someone actually had to do something to get the npc one.




Riiiiiiight.

Because manufacturing is just pushing a button every two weeks.


I'm not going to lie, that was a pretty stupid thing to post :)


Well?

t1 module manufactury is so ridiculously simple that any player can do it within a couple of hours of starting the game and can do it 100% efficient in less than a week. There is no profit in it because anyone can do it any time almost anywhere with very small outlay.

In any case making the player made stuff meta 4 would have zero effect on profit made by players (it would be back it build cost in like a week) and would in fact render the lower meta levels entirely pointless and in many cases render t2 production completely pointless as well.


Because it's impossible to design the different meta levels with different material requirements? (not necessaily just "more minerals, but also possibly different and more advanced materials. A smooth progression up to meta 5, instead of a giant gap. Where some see a problem, others see an opportunity for increased design complexity.
Roll Sizzle Beef
Space Mutiny
#50 - 2012-10-25 19:17:58 UTC
Beckie DeLey wrote:
Roll Sizzle Beef wrote:
Meta 1-4 needs to be reworked across all modules. Each one should offer a little different variation than just a limited scale of "better". A t2 should just be the "better" all around variation.[...]


A tiericide across all modules? That would indeed be fantastic, but we all know that CCP would have to hire 20 new guys for that...


Exactly. That should be the current ship balancing teams effort after ships.
Natsett Amuinn
Caldari Provisions
Caldari State
#51 - 2012-10-25 19:19:11 UTC
I keep saying suply and demand aren't the problem and people keep coming back with supply and demand.


Supply and demand governs what sells. But this is a video game. STATS determine what sells best.

The t1 variants with BETTER STATS are going to always sell more than the player made one. There is no reason for player made items to have worse stats than things not made by the players.

I can't make something have better stats to compete. This isn't real world economics, some things get thrown off when code dictates effect.

In the real world you can not pull a car out of thin air that is better than any car made by any man, you can in EVE. THERE IS NO SHORTAGE of these items. Without the possibility of shortages within a supply chain, supply and demand is thrown off.

Prices in EVE are first and formost determined by stats, not supply and demand. Many T1 items are not a part of the supply and demand part of EVE's economy, because we can't simply make a better product.

Supply and demand does not explain why there are meta 4 items that are better than player made items. Supply and demand has NOTHING to do with that. There's no demand for items with bad stats in the T1 market, and it has nothing to do with supply and demand because it's dictated by code.
Beckie DeLey
Garoun Investment Bank
Gallente Federation
#52 - 2012-10-25 19:22:54 UTC
Doddy wrote:
Beckie DeLey wrote:
Doddy wrote:
Natsett Amuinn wrote:


Would it be a bad thing for my T1 items to actually be better than the NPC dropped stuff?


Well yes, someone actually had to do something to get the npc one.




Riiiiiiight.

Because manufacturing is just pushing a button every two weeks.


I'm not going to lie, that was a pretty stupid thing to post :)


Well?

t1 module manufactury is so ridiculously simple that any player can do it within a couple of hours of starting the game and can do it 100% efficient in less than a week. There is no profit in it because anyone can do it any time almost anywhere with very small outlay.


The effort that you have to do for building things, especially T1 mods and ships, doesn't lie in the process of the manufacturing itself. That is indeed really simple and really requires only some basic logistics to get your raw minerals from somewhere and your finished product to somewhere else. The effort lies in the constant surveillance of prices on the market and what can be built with a profit. There is some good money in T1 manufacturing, but it's not trivial to get there, you have to pour quite some time into market reasearch. And when you found something, it usually doesn't stay profitable for long.


So yeah. T1 prodding is easy. Turning a profit with T1 not so much. That does require a non-trivial amount of effort.

My siren's name is Brick and she is the prettiest.

Shizuken
Venerated Stars
#53 - 2012-10-25 19:23:05 UTC
I think it would do better to double the mineral requirements and make manufacturing more difficult/specialized. Ships and equipment are too cheap. They should be more expensive.
Tippia
Sunshine and Lollipops
#54 - 2012-10-25 19:24:09 UTC  |  Edited by: Tippia
Vanyr Andrard wrote:
Sorry, but it is.
No, my response is “irrelevant”.

Quote:
Natsett's point was that meta0 items should be better, and the essence of your reply was just to say over and over, "but they aren't better"
…except, of course, that I never said that. The essence of my reply is that prices are set by supply and demand, which explains why named items have different prices than T1 items; that the performance of T1 is irrelevant since they're just components for T2; and that player-made stuff (i.e. T2) is generally better than named stuff, except in some cases with meta-4 where there is usually a different balance going on that gives each version its own set of advantages.

So no, any reiteration that T1 items are worse than named ones is something others have said or something you've dreamed up. Take your pick.

Natsett Amuinn wrote:
I keep saying suply and demand aren't the problem and people keep coming back with supply and demand.
…because you asked about price, and that price is set by supply and demand. Stats play a little bit into the demand side, but that means nothing without a supply side. The way things are balanced in EVE, that supply/demand curve and the price it generates have this interesting tendency of having very minute improvements in stats coincide with drastic reductions in supply and correspondingly huge increases in price.

Quote:
There is no reason for player made items to have worse stats than things not made by the players.
…and as luck would have it, they don't, except in cases where “worse” can exist on multiple axes so that any one module can be both better and worse at the same time depending on what you're after.
Bad Decisions
#55 - 2012-10-25 19:25:31 UTC
Lady Ayeipsia wrote:

You need to find a more niche market. For example, I dabble in large mobile warp disruptors and their t2 variants


um....


Vanyr Andrard
VacuumTube
#56 - 2012-10-25 19:38:16 UTC  |  Edited by: Vanyr Andrard
Tippia wrote:
Vanyr Andrard wrote:
Sorry, but it is.
No, my response is “irrelevant”.


I already called all of your posts in this thread irrelevant, and explained how they were. I'll thank you to come up with your own retorts from now on, k ? :)

Tippia wrote:
except, of course, that I never said that. The essence of my reply is that prices are set by supply and demand


It's already been made perfectly clear exactly why that is irrelevant. This thread isn't about prices! It's about stats, which eventually affect prices. Therefore, the thing that you thought was the essence of your reply, was actually irrelevant garbage, and we had to look elsewhere to find the true essence of your reply.
Natsett Amuinn
Caldari Provisions
Caldari State
#57 - 2012-10-25 19:38:35 UTC  |  Edited by: Natsett Amuinn
Tippia wrote:
Vanyr Andrard wrote:
Sorry, but it is.
No, my response is “irrelevant”.

Quote:
Natsett's point was that meta0 items should be better, and the essence of your reply was just to say over and over, "but they aren't better"
…except, of course, that I never said that. The essence of my reply is that prices are set by supply and demand, which explains why named items have different prices than T1 items; that the performance of T1 is irrelevant since they're just components for T2; and that player-made stuff (i.e. T2) is generally better than named stuff, except in some cases with meta-4 where there is usually a different balance going on that gives each version its own set of advantages.

So no, any reiteration that T1 items are worse than named ones is something others have said or something you've dreamed up. Take your pick.

Natsett Amuinn wrote:
I keep saying suply and demand aren't the problem and people keep coming back with supply and demand.
…because you asked about price, and that price is set by supply and demand.

Quote:
There is no reason for player made items to have worse stats than things not made by the players.
…and as luck would have it, they don't, except in cases where “worse” can exist on multiple axes so that any one module can be both better and worse at the same time depending on what you're after.


Yes, you are correct, supply and demand has a factor in pricing, because the best items are typically the highse cost ones as well.

It ends there.

Sometimes the best items end up the CHEAPEST, and it's not supply and demand, it's not having a base value on them items, and an over abundance of said item.

Look at 10mn MWD's. The best one SHOULDN'T cost less than the worst one, which happens to be the player made one. Players won't fix that, as an industrialist it's pointless to build a 10mn WMD unless you build the T2 version.

But people pay a shitload of isk for meta 4 items that drop off of NPC's, even when you price the playermade item at just over production cost you're not selling them anywhere near the volume of the one that dropped from an NPC with better stats.

I may not have expressed my problem clearly enough though.
I want what I make to be better than what drops from an NPC when some guy is half assing his way through a lvl 4.


Jita, 10mn MWD
Over 3k experimental 10mn MWD sold at an average cost of 23k
10mn MWD 1's sold, 400some, at an average cost of 266k; that's only a little more than production cost with a researched BPO.

I can't make a better 10mn MWD, and the NPC dropped one would still sell far more if it was priced over 400k; I know this for a fact.

The NPC meta 4 items, with better stats, always drives the industrialist out of competition, and into a position where you're better off moving NPC loot around.

I see no reason for it to be this way.



PS: Guys, I'm building like a hundred different things, T1 and T2 and that number just continues to go up. In fact very soon it's going to go up substantially. There are only so many things that don't have a meta 4 variant, and that actually sells.

I see nothig wrong with people who buld things in the game to want those things they build to actually be desirable for purchase by other players.

I don't do small scale industrial stuff or just part time "passive" income on the market. This is 100% of my playstyle.
I understand that this is probably something a lot of peopel aren't effected by because my playstyle may not actually be that popular.

The effects of these items on the market is very noticable when you're running hundreds of market orders, half of which you're actually building yorself.



Imagine if I could undock and shoot NPC's and they dropped a rifter variant that was better than the ones people made. That's how it is for pretty much every module with a meta 4 variant.

Every NPC loot T1 item with better stats than the player made variant effectively removes a player made item from the game. People should not be ok with this in a game that has a market that is suppoed to be based on player made items. If I just wanted to move loot drops around, I'd play a themepark MMO with an AH; it's exactly how they work.
Tippia
Sunshine and Lollipops
#58 - 2012-10-25 20:02:27 UTC  |  Edited by: Tippia
Natsett Amuinn wrote:
Sometimes the best items end up the CHEAPEST, and it's not supply and demand, it's not having a base value on them items, and an over abundance of said item.
Oh, you mean an oversupply that does not match its demand? No, that's still supply and demand, and it shows that stats are not what decides the price.

Quote:
Look at 10mn MWD's. The best one SHOULDN'T cost less than the worst one, which happens to be the player made one.
Ok. Best (player-made): ~700 units @ 2.3M ISK vs. Worst (NPC produced): ~4,500 units @ 25k ISK.

Or hey, why not look at this:
Adaptive Invuln II: ~4,000 units @ 1M ISK vs. Limited Adaptive Invuln II: ~1,000 units @ 67k ISK.

…or this:
425mm AC II: ~2,000 units @ 1.4M ISK vs. 425mm 'Scout' AC: ~400 units @ 2.9M ISK.

…or this:
EANM II: ~1,500 units @ 900k ISK vs. Prototype EANM: ~300 units @ 175k ISK


Quote:
I may not have expressed my problem clearly enough though.
I want what I make to be better than what drops from an NPC when some guy is half assing his way through a lvl 4.
It already is, except in some cases with meta-4, where “best” will vary with what you want out of the module.
Touval Lysander
Zero Wine
#59 - 2012-10-25 20:37:53 UTC
Natsett Amuinn wrote:
I keep saying suply and demand aren't the problem and people keep coming back with supply and demand.
Supply and demand governs what sells. But this is a video game. STATS determine what sells best.

And the things that sell best are err.. in demand. So we need to errr... keep up supply.

I don't think we have to discover what happens if the STATS determine what sells least. Or do we?

"I've always been mad, I know I've been mad, like the most of us...very hard to explain why you're mad, even if you're not mad..."

Natsett Amuinn
Caldari Provisions
Caldari State
#60 - 2012-10-25 21:31:52 UTC
Tippia wrote:
Natsett Amuinn wrote:
Sometimes the best items end up the CHEAPEST, and it's not supply and demand, it's not having a base value on them items, and an over abundance of said item.
Oh, you mean an oversupply that does not match its demand? No, that's still supply and demand, and it shows that stats are not what decides the price.

Quote:
Look at 10mn MWD's. The best one SHOULDN'T cost less than the worst one, which happens to be the player made one.
Ok. Best (player-made): ~700 units @ 2.3M ISK vs. Worst (NPC produced): ~4,500 units @ 25k ISK.

Or hey, why not look at this:
Adaptive Invuln II: ~4,000 units @ 1M ISK vs. Limited Adaptive Invuln II: ~1,000 units @ 67k ISK.

…or this:
425mm AC II: ~2,000 units @ 1.4M ISK vs. 425mm 'Scout' AC: ~400 units @ 2.9M ISK.

…or this:
EANM II: ~1,500 units @ 900k ISK vs. Prototype EANM: ~300 units @ 175k ISK


Quote:
I may not have expressed my problem clearly enough though.
I want what I make to be better than what drops from an NPC when some guy is half assing his way through a lvl 4.
It already is, except in some cases with meta-4, where “best” will vary with what you want out of the module.


That's what I'm saying Tippia,
When the stats on the player made item are better than the NPC dropped ones, than the player made item actually sells.

There are still items in the game that are created out of thin air that are statwise better than what players can build.

I've already looked at that item, I'm sure you understand why. There is no meta 1-4 varaint that is better than the Adaptive invuln I build. If you want to pay less money, you can buy a looted variant that is only SLIGHTLY worse than the one I build.

The 10mn MWD is an example of an item that isn't in line with the way the Adaptive invuln items are balanced. The one I make is much worse than the one that you get off of an NPC for practically no cost.

Items that are already balanced properly do not bother me.