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Substantially decrease the mineral needs of BP's?

Author
Touval Lysander
Zero Wine
#121 - 2012-10-28 20:40:32 UTC
TheBreadMuncher wrote:
Natsett Amuinn wrote:
This isn't supply and demand.


This is, player made items have worse stats than named npc loot, but the most mineral investment.

It costs 50k to build said item, while the NPC loot variant with bettter stats can be sold for 3k isk on the market and make a profit. Gues what people AREN'T buying, the **** made by the player.


The cheap **** should be the cheapest ****, not the most expensive. WTF.


Oh look. A goon is angry about highsec industry.

Wait, hang on, he's trying to buff it? Shocked

Yes. He is here to improve Eve. As Goons do. Admirable yes?

You get so used to people looking for changes to suit their personal playstyle - like all those whiney indy players you so often see around here - that this makes a refreshing change.

"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..."

Kaylyis
The Scope
Gallente Federation
#122 - 2012-10-28 23:11:31 UTC
I believe the point of the OP is that having the. Cost of production of the least useful modules outstripping the sell price of the most useful T1 modules is bass-ackward.
Tippia
Sunshine and Lollipops
#123 - 2012-10-28 23:25:09 UTC  |  Edited by: Tippia
Natsett Amuinn wrote:
I'm not making this **** up guys
…you're just wrong about a lot of it, even about things that would be obvious given even the most minute amount of research or scrutiny, which kind of puts your entire logic into question.

Quote:
there are T1 npc loot variants that are not just "different" they're items with stat benefits that make the meta 0 ones that players build obselte outside T2 manufacturing.
…and the problem is…?

Quote:
Why would you pay 1.5m isk for a T2 10mn mwd when you can buy the meta 3 version for like 25-30k that has a lower activation cost and only 2% percent more cap.
For the same reason you'd buy anything: because the T2 fits your purpose better. By the way, it's not the low mineral value that drives the price down: it's massive oversupply and very little demand, which relegates those modules to basically being mineral sources. For any module where there is an actual usage demand (meaning there is any kind of competition with T1), the prices is far higher than what the mineral content would decide.

Quote:
You sholdn't be penalized or at a dissadvantage because you choose to utilize the player driven part of the EVE sandbox.
Guess what: you aren't. The market is player-driven all the way, and players have driven the market to the point where T1 has been relegated to components for the baseline module and low-meta has become a part of the invention process. Loot is just as player-driven (in supply, demand, and price) as manufactured goods.

Kaylyis wrote:
Cost of production of the least useful modules outstripping the sell price of the most useful T1 modules is bass-ackward.
Fun fact: the least useful module is meta-1. It can't be used for T2 manufacturing; it's of marginal use for T2 invention; it offers no useful advantage for fitting your ship. Its only real use is as a ready-made mineral compression package (and it's usually not very good at that either compared to manufactured goods).
Kaylyis
The Scope
Gallente Federation
#124 - 2012-10-29 02:57:12 UTC
Scarily enough I am aware of this fact. Just because that's how it is now does not automatically make it a good thing. From the standpoint of any manufacturer it makes T1 bpos an utterly wasted investment. This is the point of the conversation, not that supply and demand is an invalid barometer. BPOs Should be more useful than poor mans mineral compressor.

Otherwise what's the point? By and large there is very little profit to be had making modules. Meta 4 does everything better and cheaper.
Touval Lysander
Zero Wine
#125 - 2012-10-29 03:57:08 UTC
Kaylyis wrote:
From the standpoint of any manufacturer it makes T1 bpos an utterly wasted investment.

No. Not any manufacturer. T2 guys would find them very useful.

Quote:

By and large there is very little profit to be had making T1 modules for sale.

fixed it a little bit.

I could argue that iron ore has no profit in it because the price is too low. Except, I make steel with it and some people make stainless steel with it. The customer decides which type of steel he wants to use.

For truth, I do not try to sell iron ore to a customer wanting steel. I sell them steel.

Does that make it any easier?

"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..."

Roime
Mea Culpa.
Shadow Cartel
#126 - 2012-10-29 06:11:08 UTC
Natsett Amuinn wrote:
Roime wrote:
So, remove meta drops from hisec, solved?



No, just reduce the stat gaps between meta 0 and meta 4 so that meta 4 is closer to meta 0 and not close to or on par with T2.

And then bump meta 0 to the meta 4 spot and knock all the NPC loot down to meta 0-3.

The highest meta items should be built by players, faction and officer loot, deadspace loot, and extremely rare named drops.


Don't you remember how the situation was perfectly fine earlier? Meta 4 items used to cost many times more than T2 items. Then they increased the drop rates in hisec to keep L4-runner income above low & null income, and ruined both the meta and T2 markets.

.

Natsett Amuinn
Caldari Provisions
Caldari State
#127 - 2012-10-29 11:06:34 UTC
Touval Lysander wrote:
Kaylyis wrote:
From the standpoint of any manufacturer it makes T1 bpos an utterly wasted investment.

No. Not any manufacturer. T2 guys would find them very useful.

Quote:

By and large there is very little profit to be had making T1 modules for sale.

fixed it a little bit.

I could argue that iron ore has no profit in it because the price is too low. Except, I make steel with it and some people make stainless steel with it. The customer decides which type of steel he wants to use.

For truth, I do not try to sell iron ore to a customer wanting steel. I sell them steel.

Does that make it any easier?

You aren't doing the market than, cause the largest unit movers happen to be ******* iron ore, not steel. You're ignoring the point.

The T1 market is LARGER than the T2, and manufacturers are being squeezed out by npc's loot.
Tippia
Sunshine and Lollipops
#128 - 2012-10-29 11:14:10 UTC  |  Edited by: Tippia
Kaylyis wrote:
Scarily enough I am aware of this fact. Just because that's how it is now does not automatically make it a good thing. From the standpoint of any manufacturer it makes T1 bpos an utterly wasted investment.
…and yet I made a fortune through my T1 BPOs. That would make an interesting definition of “wasted”.

Quote:
Otherwise what's the point? By and large there is very little profit to be had making modules.
There is far more in that than it is in trying to farm loot drops. Earning a profit from making modules is very easy, and the scale is quite appropriate for the difficulty it presents. You get your training wheels on with T1 and build your stock and skills to go on to T2.

Natsett Amuinn wrote:
The T1 market is LARGER than the T2, and manufacturers are being squeezed out by npc's loot.
…and the counter-point is that you haven't managed to offer much in the way of compelling evidence to prove this. You've shown that loot is being bought for minerals (or, rather, you tried to prove your point but this was the reality behind your misunderstanding) and that one specific meta module competes with T2.
Natsett Amuinn
Caldari Provisions
Caldari State
#129 - 2012-10-29 13:16:47 UTC
Tippia wrote:
and the counter-point is that you haven't managed to offer much in the way of compelling evidence to prove this. You've shown that loot is being bought for minerals (or, rather, you tried to prove your point but this was the reality behind your misunderstanding) and that one specific meta module competes with T2.


Tippia.
I did a ******* billion in sales yesterday. Knock it the hell off. I've been in the goddamned game for 7 years now, I know WTF I'm talkiing about when it comes to the market and building.

Most of this **** isn't being sold for minerals, it's beeing sold to fit to ships, I sell the ****, and when a guy buys a ship off me and then procedes to purchase all the mods to fit to the ship and those mods are NPC LOOT not the T1 mods I make.

I'm not expressing an opinion, This is fact. It's a stat based game damn it, if something has BETTER STATS it will sell better, and T1 meta 0 items by and large have WORSE stats. I don't give is **** if it's only increased cap use, or higher activation, you put one ******* stat on an item that item will sell far more than the one with a single worse stat by virtue of simply haveing one BETTER STAT.

And there are MARKET TOOLS that allow you to track everything that sells in the ******* game. I can't make this **** up when you can go to eve central or any other site that will tell you what's beeing sold and see the discrepencies between the items being sold, and it's not all for minerals.

CCP adjusted loot drop reproccessing some time ago, this made loot drops have a much lower bottom line. People moved onto SOME PLAYER BUILT ITEMS THAT WHEN COMPRESSED WILL REPROCESS INTO NEAR WHAT IT COST TO BUILD. There are entire guides on this ****.

And I CAN NOT just do T2 production. I con't build enough T2 stuff to keep up with the number of orders I run. I'm set up, and ready to go, for near 400 market orders. T1 is not "for getting your feet wet", it's a huge part of the market, the largest part of it. When I build a T2 mod and it's being outsold by a meta 3 or 4 by 10 to 1 and that npc item reprocess into a couple thousand worth of minerals and sells for a little under what the T2 sells for, there's a ******* problem.

CCP themselves has T2 production as an ADVANCED PROFFESSION WITH A MODERATE SKILL TRAINING REQUIREMENT. I shouldn't have to worry about T1 NPC loot making **** I spent months training skills to build undesireable. If I only sell one or 2 of a T2 item a day, but a couple of dozen of a T1 NPC drop for damn near the same price as the T2, what the **** is the point in building the T2 item. It's a waste of time and manufacturing slots that are both limitted in the number available to me as well as that I can use overall.

I make more money IMPORTING T1 NPC LOOT THAN BUILDING T2.

As a full time industrialist, someone who doesn't fly around and shoot ****, someone that ENJOYS BUILDING stuff that people will use, it's a big ******* deal. I am aware that I'm also probably a minority because most people would probably find what I do boring as ****. That doesn't make it ok though.
Tippia
Sunshine and Lollipops
#130 - 2012-10-29 13:46:49 UTC  |  Edited by: Tippia
Natsett Amuinn wrote:
I did a ******* billion in sales yesterday. […] Most of this **** isn't being sold for minerals
Riiiiight… that's why the averages were so much below mineral cost: because no sane builder would obviously put out mass orders for them to get stuff for free. Roll

Anyway, good for you if you can make that kind of money on building T1. Kind of shows that it's not really a problem though (unless you did it in some other way, which would make it a rather unrelated and pointless remark on your part). It also doesn't change the fact that you have shown yourself to be quite clueless about market and building in the examples you've chosen. You can scream, swear, and bluster as much as you like — your mistakes are obvious and available for all to see, and I wasn't alone in picking them up as you might have noticed…

Funnily enough, I made about a billion in sales as well. All sales of stuff I've manufactured; no trading back and forth of goods others have collected. There's a nice market for my goods and I can't say that meta items stole any of those sales for me — I sure can't keep my production up with the rate of sale.

Quote:
I'm not expressing an opinion
Yes you are. Your use of “I shouldn't have to” [this or that] is the epitome of opinion. Not only are you expressing an opinion , but you're also backing it up with assumptions, incorrect numbers and a stunning lack of logic. None of it bodes well for your reliability in regards to what does and what does not compete for sales in the market.

Would you like to talk about that “fact” (absolutely not opinion) that a lower bonus is better than a higher one in this supposedly stats-based game? Hmm?

Quote:
I can't make this **** up when you can go to eve central or any other site that will tell you what's beeing sold and see the discrepencies between the items being sold, and it's not all for minerals.
So why are you trying, when, again, the examples you picked showed exactly that? If you have some detailed information or analysis to show that below-mineral-cost mods are not being sold for minerals, then it's about time you coughed it up.

Quote:
And I CAN NOT just do T2 production. I con't build enough T2 stuff to keep up with the number of orders I run. I'm set up, and ready to go, for near 400 market orders. T1 is not "for getting your feet wet", it's a huge part of the market, the largest part of it.
T1 manufacturing most certainly is for getting your feet wet, and your problem is that you're confusing two rather different professions: manufacturing and trading. When you build a T2 mod and it's being outsold by a meta item, you are catering to a different market and you're making more money than the manufacturers of those items are.

As a builder, you have your dozen manufacturing slots, and that means you should go for what gives you the most bang for your buck. T2 does. This is why you go there when you start maxing you what you get for T1 goods you manufacture using the same slots. You also don't need much more than 30 trade slots to get that stuff on the market (and maybe as many again for material buy orders).

Quote:
I shouldn't have to worry about T1 NPC loot making **** I spent months training skills to build undesireable.
Good news: it doesn't. The point of building the T2 item to sell it is to make money, and what would make it a waste of time and slots is if you keep building up large unsold stockpiles of the item without getting them sold for the kind of profit you're looking for. You keep trying to make a case about lost sales, but you're not really showing that you're losing any.

Oh, and by the way: why shouldn't you have to compete with other players who spent month training skills to be able to acquire goods to put to the market just because you spent months training skills to be able to acquire goods to put to the market?
Natsett Amuinn
Caldari Provisions
Caldari State
#131 - 2012-10-29 14:17:36 UTC
Tippia wrote:

Oh, and by the way: why shouldn't you have to compete with other players who spent month training skills to be able to acquire goods to put to the market just because you spent months training skills to be able to acquire goods to put to the market?


Because you don't have to spend months training to blow up an NPC that drops some of the stuff that competes with T2 production.

Never did I say ALL T1 PRODUCTION.



You've been saying the same thing over and over, and you're like the only person saying it. Just beause, eventually, you can ignore T1 manufacturing for the most part, doesn't mean that T1 manufactured items should be worse than npc variants.


I do not sell meta 0 ABs and MWDs BECAUSE OF the meta variants. Those same items are cutting into T2 sales. And these are not the only item effected like this, there are others.


And why did you post after post say that T1 production isn't for selling on the market but for T2 production, and than say you make lots of money selling T1 stuff you built. What you give AS A REASON for meta 0 items being worse doesn't add up to what you say you do.


You take the devils advocate thing to far. Right to the point of telling me that what I've pointed out is wrong when it is not. Other peope in this very thread have said the same thing. There are still meta 1-4 items that simply have better stats, and are not just "different".

When they reduced the repoccesing output of loot drops, they didn't reduce the BP mineral requirements to allow T1 manufacturing to stay competetive. You can only research so far, and that ME research doesn't get you anywhere near the levels you need to sell the T1 item at a price that can compete with loot drops. That's the problem.

There are T1 items that CAN'T BE SOLD CHEAP ENOUGH to stay competetive.
If I could research my AB and MWD to use the amount of minerals that the loot variants reprocess into, there wouldn't be a problem. If I could increase the quality of a T1 item to better than the looted T1 item, than I wouldn't have a problem. I can't do any of those things.

Making money another way is irrelevant. NO PLAYER MADE ITEM SHOULD BE OBSELETE DUE TO COMMON LOOT DROPS. Saying that doesn't happen is a lie.

Tippia
Sunshine and Lollipops
#132 - 2012-10-29 14:41:22 UTC
Natsett Amuinn wrote:
Because you don't have to spend months training to blow up an NPC that drops some of the stuff that competes with T2 production.
You have to if you want to produce them in numbers that come remotely close to what industrialists produce.

Quote:
You've been saying the same thing over and over, and you're like the only person saying it.
That's because you aren't responding to my arguments with anything but bluster and swearing, when what's needed is data, logic, and some kind of evidence to support your claims.

Quote:
Just beause, eventually, you can ignore T1 manufacturing for the most part, doesn't mean that T1 manufactured items should be worse than npc variants.
…nor is there anything that says they should be better. Thus why I'm asking you “so what?” You keep saying that named items are cutting into sales of T1 or even T2, but offer very little to support this, and more to the point, offer very little to demonstrate why this is a problem. It's all player-driven. Players have driven it to a point where just about everything sells; everything has its use; everything has its market niche… well, except maybe low-meta stuff, which is just minerals in another form and which sells for that reason.

Quote:
And why did you post after post say that T1 production isn't for selling on the market but for T2 production, and than say you make lots of money selling T1 stuff you built.
Largely because I didn't say that. I said that T1 has become a T2 component. This doesn't preclude me from selling a lot of T1 stuff — quite the opposite. Since T1 is a component for T2, there's a lot of it you can sell.

Quote:
You take the devils advocate thing to far. Right to the point of telling me that what I've pointed out is wrong when it is not.
…which is why I'm pointing out things that are wrong, such as you claiming that lower bonuses are better than higher ones and such as you trying to hold up modules that are sold for mineral content alone as examples of cutting into manufactured sales (when it's far more likely that the opposite is true: they are sold to aid manufactured sales).
Tippia
Sunshine and Lollipops
#133 - 2012-10-29 14:42:32 UTC  |  Edited by: Tippia
Natsett Amuinn wrote:
When they reduced the repoccesing output of loot drops, they didn't reduce the BP mineral requirements to allow T1 manufacturing to stay competetive.
…because that's not what makes them competitive. If the mineral content matters, they do not compete with T1 because T1 isn't being sold for the minerals. Conversely, if they compete with T1, they sell at utility cost, which means their reduced mineral content makes absolutely no difference.

It has nothing to do with reprocessing output or the mineral requirements of blueprints — it has to do with the (over)supply of those drops. Supply and demand; player-run market. You know, those things that were mentioned at the very top of the thread. Had you asked them to change the drop rate, you might have made sense, but this focus on mineral content is barking up the wrong tree.

Quote:
There are T1 items that CAN'T BE SOLD CHEAP ENOUGH to stay competetive.
So change the drop rate.

That's the whole problem here: you're trying to fix a supposed oversupply of meta items by altering T1 items. The two have nothing to do with each other, and in the end, you'd be fixing an oversupply by creating an even bigger oversupply. With your proclaimed market know-how, would you like to take a stab at guessing how well that will work? Hint: it will not fix the problem you feel you're faced with, should it actually exist.

Quote:
Making money another way is irrelevant.
I agree. So why you keep bringing it up is quite beyond me…

Quote:
NO PLAYER MADE ITEM SHOULD BE OBSELETE DUE TO COMMON LOOT DROPS.
Good news: none is. Even if they were, this is just your opinion so that leads back to the previously mentioned question: why not?
Ryhss
#134 - 2012-10-29 15:38:28 UTC
You mad bro?
Can I have your stuff?
Soon
Working as intended
Pick one....

I just turned into an egg, did I level up? I spent an hour trying to salvage a wreck, when in local a guy said "Stop it, this is my Tempest, I was AFK"

Sidrat Flush
KarmaFleet
#135 - 2012-10-29 15:59:37 UTC
In some cases for ship production one eighth of the minerals account for over forty percent of the total mineral requirement. Is this balanced just because tritanium is the most abundant?

I thought removing meta zero from loot drops was a great idea but sadly the meta drops still mean it's not worth the hassle when you can refine meta 1-3 and stockpile meta 4 that you collect during missions while the ships aerial cooking.

Nit difficult tech 1 meta 0 was never supposed to be special in the first place.

Its time to stand up against the bad empire based CEO telling falsehoods about what new characters can accomplish and pushing them towards an in game experience of drudgery and loneliness keeping them in the shadow of ignorance for at nest their own profit at worse apathy towards all the experiences that Eve has to offer.

Natsett Amuinn
Caldari Provisions
Caldari State
#136 - 2012-10-30 19:35:25 UTC  |  Edited by: Natsett Amuinn
Sidrat Flush wrote:
In some cases for ship production one eighth of the minerals account for over forty percent of the total mineral requirement. Is this balanced just because tritanium is the most abundant? I thought removing meta zero from loot drops was a great idea but sadly the meta drops still mean it's not worth the hassle when you can refine meta 1-3 and stockpile meta 4 that you collect during missions while the ships aerial cooking. Nit difficult tech 1 meta 0 was never supposed to be special in the first place.

Not being special isn't really a problem. I just don't think that "common" loot drops should be either.

1200mm Artillery Cannon 1

  • (This is NOT just used for minerals, these are guns that are fitted to ships. I do not sell this **** in high sec, I do ALL of my business in null. I know these are used for fitting based on the numbers I sell and the fact that people buy the ships off me and then buy one of these guns)

Damage modifier: 5.082
Optimal: 32.20 km

"Scout" version
Dmg mod: 6.098
Optimal: 38.64

They sell for pretty much the same price DUE TO THE COST OF BUILDING THE META 0. Except that the playermade one has basically ZERO footprint, while the "scout" has a very large footprint.

Here's the real kick int he teeth. THE T2 VERSION HAS THE EXACT SAME STATS AS THE SCOUT.
The scout can be sold for less BECAUSE IT HAS A LOWER MINERAL VALUE, and it only has T1 skill prereqs. THIS IS NOT THE ONLY GUN LIKE THIS, not even the only module. The scout is abundant, there is no shortage of these guns; it's a "COMMON" drop.

The "scout" version has a MUCH larger footprint than BOTH playermade version.
The T2 version sells for more than twice what the "scout" one sells for; again, because of the cost of bulding it.
The "scout" version is the go to gun in this group because it costs more than half what the equivilent playermade item does, and requires less skill training to fit.

There is no debating this, it is not an opinion, it is a fact based entirely on numbers. The numbers associated with the stats of the module, and the numbers that they're sold for on the market.

When I started EVE 7 years ago, what drew me to the game was the player driven economy that was based on players building and selling the items that other players would use. This is how CCP advertised the game, but does not entirely work that way.

When NPC loot has market footprints that far excede that of the playermade variant, something isn't right. If people don't know, or simply don't give a **** is fine; my only desire here is to make sure that people aren't forgetting that this exists and I hope that when they're asking CCP to "fix" things that they will keep in mind that industry needs a buff to more than just manufacturing in null. We also need a buff to make our items more viable on the market.

This is not just a low or null issue, even though it has a bigger impact on me in null, it's an all of EVE issue. One that I hope more industrialists will keep in mind when they ask CCP to help out industry. PVEers do not need the best drops in the game in high sec. Mission and NPC bounty payouts can be buffed to adjust for any loss of income that a PvEer would see if their items weren't the best ones to sell ont he market, or if the drop rates were drastically cut on these sort of items.

If there items were rare, and not readilly available, the stuff we make would have a much easier time selling.
I am only piad one way, when someone purchases something I sell. A PvEer has multiple sources of income, mission rewards, time bonuses, bounties, salvage, and loot drops; all from doing a single mission.

They could also make the NPC T1 loot with the same stats as playermade T2 items actually require the skill prereqs that the T2 items have.
volly
Die Sturmtruppe
#137 - 2012-10-31 11:22:44 UTC
Easy Fix:

- Let NPCs drop Meta0 again (90% Meta0, T2 Ships maybe higher Meta levels)
- T1 Blueprints now produces Meta0-4 random chance based
- Add a skill that increase the chance of Building higher Meta Levels of an T1 Item

As a sideeffect, remove these stupid Metal Scrap drops ;)
Silk daShocka
Greasy Hair Club
#138 - 2012-10-31 11:52:52 UTC
Natsett Amuinn wrote:
Sidrat Flush wrote:
In some cases for ship production one eighth of the minerals account for over forty percent of the total mineral requirement. Is this balanced just because tritanium is the most abundant? I thought removing meta zero from loot drops was a great idea but sadly the meta drops still mean it's not worth the hassle when you can refine meta 1-3 and stockpile meta 4 that you collect during missions while the ships aerial cooking. Nit difficult tech 1 meta 0 was never supposed to be special in the first place.

Not being special isn't really a problem. I just don't think that "common" loot drops should be either.

1200mm Artillery Cannon 1

  • (This is NOT just used for minerals, these are guns that are fitted to ships. I do not sell this **** in high sec, I do ALL of my business in null. I know these are used for fitting based on the numbers I sell and the fact that people buy the ships off me and then buy one of these guns)

Damage modifier: 5.082
Optimal: 32.20 km

"Scout" version
Dmg mod: 6.098
Optimal: 38.64

They sell for pretty much the same price DUE TO THE COST OF BUILDING THE META 0. Except that the playermade one has basically ZERO footprint, while the "scout" has a very large footprint.

Here's the real kick int he teeth. THE T2 VERSION HAS THE EXACT SAME STATS AS THE SCOUT.
The scout can be sold for less BECAUSE IT HAS A LOWER MINERAL VALUE, and it only has T1 skill prereqs. THIS IS NOT THE ONLY GUN LIKE THIS, not even the only module. The scout is abundant, there is no shortage of these guns; it's a "COMMON" drop.

The "scout" version has a MUCH larger footprint than BOTH playermade version.
The T2 version sells for more than twice what the "scout" one sells for; again, because of the cost of bulding it.
The "scout" version is the go to gun in this group because it costs more than half what the equivilent playermade item does, and requires less skill training to fit.

There is no debating this, it is not an opinion, it is a fact based entirely on numbers. The numbers associated with the stats of the module, and the numbers that they're sold for on the market.


T2 guns are better than meta 4 guns. The specialization skills do not work on meta 4 (up to 10% gain at lvl 5), the difference is not big, but it's there. Also meta 4 can't shoot tech 2 ammo. Situationally, this can be for the better or worse, having the flexibility of being able to fire tech 2 ammo when it's better is a good thing.

Also, not all tech 2 items sell for less than meta 4, 220mm vulcan AC's (or any medium sized AC) for example.

I believe the case with the 1200mm might be related to the long skill train to get tech 2 large projectile turrets. It also might be related to a lack of demand for the meta 4 items. Low demand meta 4 items I find really kills any ideas of producing meta 0 items of the same type, since the supply of meta 4s can push the price of htem right down to mineral reprocess rates.

I dont think much about the costs of producing meta 0 items, neither have I researched this issue much, but it does seem imbalanced. I think that perhaps swapping the produced items to meta 4 stats, and bumping all the npc loot down a meta level in stats might remedy the issue, but i think that is probably a lot of work for CCP to do.

I don't think that reducing the costs of meta 0 will do much to remedy the issue, since I believe that people generally buy at least meta 3, usualy meta 4, without thinking twice about it for most modules, since they are relatively inexpensive. Thus meta 0 would be cheaper to produce, but the volume wouldnt change much at all as compared to meta 4 volumes.
Vertisce Soritenshi
The Scope
Gallente Federation
#139 - 2012-10-31 12:03:09 UTC
Supply and Demand does not solely apply to what the OP is complaining about. It's a factor but not the only one. When you have certain minerals that are harder to obtain than others and those minerals are used in different quantities with each item it effects the cost more than simple Supply and Demand does. While I do not entirely agree with the OP...I think what he is trying to say is that some items in the game need to be balanced out in terms of what minerals are used for what and how much.

Supply and Demand does not work quite the same way in a video game as it does real life. In reality it takes a set amount of something to make a product. Unless you alter the product in some way then there is no way to change that fact. In a game...we have the luxury of changing that. Whether it should be done or not is another matter.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Silk daShocka
Greasy Hair Club
#140 - 2012-10-31 12:03:45 UTC
Natsett Amuinn wrote:
Kitty Bear wrote:
[quote=Natsett Amuinn]
So that the worst items in the game can be sold for less than the best items in the game.


Every AB and MWD of the T1 variety that drops of a mob is better than what a player can make, and the highest meta version is only slightly better than the T2 version.



Tech 2 AB's are all better than the meta versions, if your looking for speed.

The use more cap though, but that's the price you pay if you got hte need for speed.

The tech 2 MWD's can be better in a sense as well, since you will have more overall cap and generally your won't be running the MWD 100% of the time (some exceptions here). I think that this advantage is somewhat negligible though due to mainly the price difference, as well as the advantage being very situational and very tiny.

On the other hand, tech 2 webbers are just flat out worse than meta 4. Exact same stats only the meta 4 costs less to activate. Not sure if this was an oversight by CCP but from a manufacturers point of view this seems very broken.