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You CANT Nerf HighSec!

First post First post First post
Author
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#161 - 2012-12-17 05:26:55 UTC
Tyberius Franklin wrote:
The difference would need to be severe and near cripling as far as public facilities of the highsec side to have any affect on migrating people who had no real, pre-decided interest in producing in low/null.

That said is correcting the issue and making it more feasible to have more of your production activities and capacity fully supported in null a worthy goal that severely needs attention? Very much Yes.


Keep in mind, a lot of the reasoning behind nullsec people wanting to buff nullsec industry isn't so much about attracting highsec players. It is more about retaining the industry alts of current nullsec people.

So this doesn't have to be about crippling highsec industry. Simply making our factory outposts have the 50 slots the typical highsec outpost has would go a long way. Or 50 slots in our research outposts, or 50% refine in our refining outposts.

As someone who does industry stuff in nullsec, I could live with the 1 outpost per system rule and even the specialized outposts forcing me to refine in one system and build in another, so long as the player built stations start with what highsec gets and upgrades from there. For some 40 billion isk, our specialized outposts should be a little better than highsec instead of all around worse.
Tarvos Telesto
Blood Fanatics
#162 - 2012-12-17 05:29:50 UTC  |  Edited by: Tarvos Telesto
Bump Truck wrote:
[quote=Taria Katelo]didnt read the huge wall of text you posted because if someone needs so many words to explain his opinion, then he is wrong anyways.


This OP topic is worth to read form A to Z because is a good thread, with meny good points.

Null sec whine about empire because null is broken and its full of blues and in general its a safe zone like OP mention.
All what alliances do is seting big blobs sponsored by hi tech moons and on occasion defendin or atack enemy - but is more meta gaming than pure sacrifice and interfere to game play.

Whole pasive moon mining ruin 0.0 because alliances become to lazy , moons are infinite source that allow alliance to buy - produce tytans, super capitals - caps in easy mode, without sacrifice in long therm gaming and paing more atention on production and war strategy, its like easy mode.

People form null feeling bored and out of danger which 0.0 shuld offfer, thay why they focusing on carebears.

Funy thing, pasive mining is core of every big alliance existant factor, and they dare blame miners in empire because they mining in normal way, this is some sort of hiocricy.

EvE isn't game, its style of living.

Frostys Virpio
State War Academy
Caldari State
#163 - 2012-12-17 05:39:54 UTC
Mallak Azaria wrote:
La Nariz wrote:
Domi Naytrix wrote:
Here is a more than likely terribly thought out rookie idea, how about downsizing the potential number of bodies in any given corp/alliance. Then work on making corp/alliance controlled areas give real perks to the owners.

Would that lessen the 'blob', or a least make many of them.


That is basically a nerf to social interaction. Social interaction is what keeps people in the game. Its the reason GSF and TEST have become major powers. CCP has also stated that players who find corporations (a social group) they like are far more likely to stay with the game than those that do not find corporations they like. You never want to nerf friends and making friends should almost always be a benefit. The "blob" problem really isn't a problem it can occur in any of the sec statuses and is just one of the top 10 reasons used to absolve personal responsibility when losing a fight.


Clearly, friend making needs to be nerfed. The NPC alt pubbie said so.


Friends are OP!!!!!
Aila Garris
Hedion University
Amarr Empire
#164 - 2012-12-17 06:00:21 UTC
Alright, so, here's what I've gotten out of the last few pages of this thread: The issue with high-sec and null-sec seems to largely come down to industry, namely that it's a lot more profitable to set up shop in high-sec than it is in null-sec. And it is. Like Tyberious, I'm going to produce a list of reasons why industry is so much better in high-sec and why you can't do anything about it.

1) Expectations. Industry, for a lot of null alliances, is a dirty word. If you're not out there in the fleet in a PvP ship you're useless deadweight to them. Industry and mining are things done by alts and carebears, not something any right-minded null-sec player should focus on. Needless to say this attitude wins no support among the dedicated industrial players who are capable of setting up an efficient base of operations by themselves or with minimal help, since they'll get run out of the alliance for not showing up to fleet ops in person even though they're really of no help. As a side effect, this further cuts into their profits since if they do show up and lose a ship that replacement comes out of their pocket as often as not.

2) Logistics. High-sec has more people running around in it and has much more solidly-established trade hubs than anywhere else in the game, and to an industrial pilot this is important. All those shiny things industrialists build, especially T2 ships, need materials, and those materials have to come from somewhere. Not only can I buy those materials in a much larger volume in high-sec but I can get them to where I need them easier since I can use freighters without tying up a dozen alliancemates to run interference so I don't get blown up. And if I don't want to do that I can usually find other people to do it for me for a small fee. In null sec, by comparison, moving things around is a sometimes-risky pain in the ass (Ever land in a bubble as a freighter? It will make you cry) and you have to do it yourself. Due to the shortage or absence of some vital materials in most regions of null-sec, especially T2 ship components, you'll probably have to wind up using wormholes or jump freighters to import what you need anyway. Much cheaper and faster to just import the assembled ship than it is to build it there. It's also significantly harder and more time-consuming to build things when you have to bounce between three different POS's in the same system as opposed to the average high-sec 'one station for building and a small POS for research' setup a lot of industrialists have.

3) Unacceptable Risk. Industry is not the most profitable thing in the game, especially not compared to things like market trading, scamming, incursions, or null-sec anomaly farming. Yet the tools an industrialist needs to set up an empire, namely mining barges, exhumers, freighters, and industrial command ships, are among the most expensive and fragile things in the game. The cost of materials involved in a good ten-man mining operation likely exceeds the cost of arming any doctrine subcapital fleet of the same size, but it's less able to defend itself than any of them. Industrial vessels and mining barges are slow, clumsy, and defenseless. In space that gets often roamed they're simply not viable because you'll spend as much time going back and forth between POS's and stations to protect yourself as you will actually mining. Adding to the problem is the fact that mining is probably the dullest, least-interesting, least-interactive thing in the game and I can think of zero people who actually want to pay attention to EVE while mining. That sort of behavior gets you killed in null-sec, and rightfully so, but it doesn't make people more likely to want to go there to mine.

4) Profit. This is always what it ultimately comes down to. People in null-sec, in my experience, don't like paying a lot more than Jita prices for anything. Anyone charging significantly more is labeled a price-gouger and often summarily kicked out. The problem is that they have to use their less-efficient less-capable null-sec operations to compete with prices set by high-efficiency mass-market production moguls. Combined with all the factors above it's generally simpler, more profitable, and less taxing to simply hope for wormholes then import everything you need through them, or use jump-freighters, as opposed to actually building it out in null-sec.

And this is a problem you're never going to be able to fix with mechanical nerfs to high-sec. Either you need to make it easier to set up operations in null-sec or lose the stigma against non-PvP pilots and actually help them get set up out there. Otherwise no matter what you do you'll just make industry across all of EVE harder, which raises the prices on everything you have to import while making it no more available than it already is.
Piugattuk
Litla Sundlaugin
#165 - 2012-12-17 06:01:41 UTC
Bump Truck wrote:
Brooks Puuntai wrote:
Nerfing HighSec more will only cause an exodus from the game. Might be good for some, but not so much for CCPs accountants. The ideology that nerfing one area to promote another hasn't worked, doing so even more still won't work.




This is a 16, I've already responded to it.


Define 'too'? From google, "To a higher degree than is desirable, permissible, or possible; excessively: "he was driving too fast".".


As an example take mining, it pays about the same in High and Low and Null but in High it's much easier and less risky, this makes it "too rewarding" for the amount of risk you are taking. If you double the risk you should double the reward, if you want a risk reward balance.


Yes I agree Null industry needs fixing, this post is about the possibility that High Sec will need nerfing aswell.


If I'm reading this correctly you are using mining as an example of the way whether it's hi or low it pays the same vs the risk,
1. Highest fetching ore kernite about 130 isk per unit.

2. Highest fetching ore in null Mercoxit, last I checked 12000 isk per unit.

Not only is it double it's way way more then highest ore in hi, not to mention how hard kernite is to find in any great quantity.

3. 1 unit of morphite is way more then any refined material unit per unit comparison.
Fact, Null controls hi end ores, if they are not fetching a hi price how does hi sec claim fault?
Highest drop from mission is a meta 4 worth few mil, highest drop in null billions upon billions, bpo for rare ships, officer mods and much more, give it a rest.
Frostys Virpio
State War Academy
Caldari State
#166 - 2012-12-17 06:11:26 UTC
Piugattuk wrote:
Bump Truck wrote:
Brooks Puuntai wrote:
Nerfing HighSec more will only cause an exodus from the game. Might be good for some, but not so much for CCPs accountants. The ideology that nerfing one area to promote another hasn't worked, doing so even more still won't work.




This is a 16, I've already responded to it.


Define 'too'? From google, "To a higher degree than is desirable, permissible, or possible; excessively: "he was driving too fast".".


As an example take mining, it pays about the same in High and Low and Null but in High it's much easier and less risky, this makes it "too rewarding" for the amount of risk you are taking. If you double the risk you should double the reward, if you want a risk reward balance.


Yes I agree Null industry needs fixing, this post is about the possibility that High Sec will need nerfing aswell.


If I'm reading this correctly you are using mining as an example of the way whether it's hi or low it pays the same vs the risk,
1. Highest fetching ore kernite about 130 isk per unit.

2. Highest fetching ore in null Mercoxit, last I checked 12000 isk per unit.

Not only is it double it's way way more then highest ore in hi, not to mention how hard kernite is to find in any great quantity.

3. 1 unit of morphite is way more then any refined material unit per unit comparison.
Fact, Null controls hi end ores, if they are not fetching a hi price how does hi sec claim fault?
Highest drop from mission is a meta 4 worth few mil, highest drop in null billions upon billions, bpo for rare ships, officer mods and much more, give it a rest.


There is definately no added cost from logistics to get that Mercoxit ore unit to the market. And it's not a bigger volume either thus you can mine less per cycle from a mining laser/strip miner than that kernite unit. It also does not have additionnal requirement for tank to amke sure null rats dont blow you up in the belt.

Nah all of those don't exist.

Nothing to see here. Move along people.
Aila Garris
Hedion University
Amarr Empire
#167 - 2012-12-17 06:12:28 UTC  |  Edited by: Aila Garris
Piugattuk wrote:
Bump Truck wrote:
Brooks Puuntai wrote:
Nerfing HighSec more will only cause an exodus from the game. Might be good for some, but not so much for CCPs accountants. The ideology that nerfing one area to promote another hasn't worked, doing so even more still won't work.




This is a 16, I've already responded to it.


Define 'too'? From google, "To a higher degree than is desirable, permissible, or possible; excessively: "he was driving too fast".".


As an example take mining, it pays about the same in High and Low and Null but in High it's much easier and less risky, this makes it "too rewarding" for the amount of risk you are taking. If you double the risk you should double the reward, if you want a risk reward balance.


Yes I agree Null industry needs fixing, this post is about the possibility that High Sec will need nerfing aswell.


If I'm reading this correctly you are using mining as an example of the way whether it's hi or low it pays the same vs the risk,
1. Highest fetching ore kernite about 130 isk per unit.

2. Highest fetching ore in null Mercoxit, last I checked 12000 isk per unit.

Not only is it double it's way way more then highest ore in hi, not to mention how hard kernite is to find in any great quantity.

3. 1 unit of morphite is way more then any refined material unit per unit comparison.
Fact, Null controls hi end ores, if they are not fetching a hi price how does hi sec claim fault?
Highest drop from mission is a meta 4 worth few mil, highest drop in null billions upon billions, bpo for rare ships, officer mods and much more, give it a rest.


I see a fundamental flaw in this argument's structure. One unit of kernite does not equal one unit of mercoxit no more than it equals one unit of veldspar because ores are different sizes. So while one unit of veldspar is worth a LOT less than one unit of arkonor, it also takes up significantly less space and is mined in significantly larger amounts. Thus, the basic unit of mining is the cubic meter, or m3.

I ran your numbers again using the current market prices for various ores in Amarr and while your statement is still accurate it's nowhere near as impressive as you'd think: One m3 of kernite is worth 230 ISK while one m3 of mercoxit (significantly rarer and harder to find) is worth 371 ISK. The 'traditional' bread and butter ore of null-sec, arkonor, is only 277 ISK per m3 - Not very much more than kernite considering the added difficulties involved with getting and transporting it to market. For additional comparison, one m3 of veldspar, which is found absolutely everywhere in huge amounts, is worth 177 ISK and one m3 of scordite, almost as common, is worth 223.
Alavaria Fera
GoonWaffe
#168 - 2012-12-17 06:30:14 UTC
Aila Garris wrote:
I see a fundamental flaw in this argument's structure. One unit of kernite does not equal one unit of mercoxit no more than it equals one unit of veldspar because ores are different sizes. So while one unit of veldspar is worth a LOT less than one unit of arkonor, it also takes up significantly less space and is mined in significantly larger amounts. Thus, the basic unit of mining is the cubic meter, or m3.

I ran your numbers again using the current market prices for various ores in Amarr and while your statement is still accurate it's nowhere near as impressive as you'd think: One m3 of kernite is worth 230 ISK while one m3 of mercoxit (significantly rarer and harder to find) is worth 371 ISK. The 'traditional' bread and butter ore of null-sec, arkonor, is only 277 ISK per m3 - Not very much more than kernite considering the added difficulties involved with getting and transporting it to market. For additional comparison, one m3 of veldspar, which is found absolutely everywhere in huge amounts, is worth 177 ISK and one m3 of scordite, almost as common, is worth 223.

Sorry you had to explain this simple and obvious part of mining to General Discussion.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Frostys Virpio
State War Academy
Caldari State
#169 - 2012-12-17 06:44:51 UTC
Alavaria Fera wrote:
Aila Garris wrote:
I see a fundamental flaw in this argument's structure. One unit of kernite does not equal one unit of mercoxit no more than it equals one unit of veldspar because ores are different sizes. So while one unit of veldspar is worth a LOT less than one unit of arkonor, it also takes up significantly less space and is mined in significantly larger amounts. Thus, the basic unit of mining is the cubic meter, or m3.

I ran your numbers again using the current market prices for various ores in Amarr and while your statement is still accurate it's nowhere near as impressive as you'd think: One m3 of kernite is worth 230 ISK while one m3 of mercoxit (significantly rarer and harder to find) is worth 371 ISK. The 'traditional' bread and butter ore of null-sec, arkonor, is only 277 ISK per m3 - Not very much more than kernite considering the added difficulties involved with getting and transporting it to market. For additional comparison, one m3 of veldspar, which is found absolutely everywhere in huge amounts, is worth 177 ISK and one m3 of scordite, almost as common, is worth 223.

Sorry you had to explain this simple and obvious part of mining to General Discussion.


It's even crazyer that it had to be explained to a miner...
Vaerah Vahrokha
Vahrokh Consulting
#170 - 2012-12-17 07:30:28 UTC
baltec1 wrote:
You know something is wrong when a single high sec system has more industry slots than entire regions of null.


You know something is wrong when the suggested fix to it is to send nuclear nukes all over hi sec instead of pin pointed obvious things like, duh, implement industry slots in null. Roll
Vaerah Vahrokha
Vahrokh Consulting
#171 - 2012-12-17 07:39:51 UTC
Katran Luftschreck wrote:

Bump Truck wrote:
Actually there are very stable empires in null built by the hard work of many people and yet they cannot sustain a fraction of the industry that is handed, for free, to High Sec.


So null industry sucks and, as always, your solution is to make hisec industry suck just as much. I hope for your sake that you never break a leg, because it's going to be hard to explain to your doctors how breaking your other one on purpose so they'd match was a good idea.


No, it does not work like that. They'd break a leg *by their own free will* and then explain to their doctors how breaking *someone else's* other leg on purpose is a good idea.
Vaerah Vahrokha
Vahrokh Consulting
#172 - 2012-12-17 07:49:53 UTC  |  Edited by: Vaerah Vahrokha
Natsett Amuinn wrote:

When someone says that a single high sec station can have more factory slots than an entire null sec region, they're not lying.

It is mechanics that make the best ore to mine a low end in high sec space; not players. "Playing differently" isn't going to make null more worthwhile to make isk in over high sec.


Who are you going to blame and nerf once thanks to the null buffs, zydrine will be worth 100 ISK pu and Mega 400?

The more null sec becomes a copy of hi sec the less its commodities are worth.

The markets don't care if you lose just 3 ships a year because your friends made it possible or because CONCORD makes it possible, they objectively gauge the fact that both places involve the same risk and then assign more and more similar value and thus price on the items.


Said that, this is totally fair to ask:

Shepard Wong Ogeko wrote:

So this doesn't have to be about crippling highsec industry. Simply making our factory outposts have the 50 slots the typical highsec outpost has would go a long way. Or 50 slots in our research outposts, or 50% refine in our refining outposts.

As someone who does industry stuff in nullsec, I could live with the 1 outpost per system rule and even the specialized outposts forcing me to refine in one system and build in another, so long as the player built stations start with what highsec gets and upgrades from there. For some 40 billion isk, our specialized outposts should be a little better than highsec instead of all around worse.


Just be ready to deal with the ~consequences~, the better null sec becomes the less the income and that's not due to EvE mechanics but due to opportunity costs arbitrage.
Vaerah Vahrokha
Vahrokh Consulting
#173 - 2012-12-17 08:01:09 UTC
Aila Garris wrote:

I see a fundamental flaw in this argument's structure. One unit of kernite does not equal one unit of mercoxit no more than it equals one unit of veldspar because ores are different sizes. So while one unit of veldspar is worth a LOT less than one unit of arkonor, it also takes up significantly less space and is mined in significantly larger amounts. Thus, the basic unit of mining is the cubic meter, or m3.

I ran your numbers again using the current market prices for various ores in Amarr and while your statement is still accurate it's nowhere near as impressive as you'd think: One m3 of kernite is worth 230 ISK while one m3 of mercoxit (significantly rarer and harder to find) is worth 371 ISK. The 'traditional' bread and butter ore of null-sec, arkonor, is only 277 ISK per m3 - Not very much more than kernite considering the added difficulties involved with getting and transporting it to market. For additional comparison, one m3 of veldspar, which is found absolutely everywhere in huge amounts, is worth 177 ISK and one m3 of scordite, almost as common, is worth 223.


All those issues would be solved by increasing the BPOs requirements for high ends across the board and then partly reintroducing low ends in the drone regions.

Guess who where those who flamed me the most for proposing this?
TharOkha
0asis Group
#174 - 2012-12-17 11:17:27 UTC  |  Edited by: TharOkha
La Nariz wrote:
TharOkha wrote:

This is the problem of gheto-thinking of low/null dwellers (shoot anything that moves) , not by the game mechanic.


There is a reason for that. We fought hard for the space and we defend the space so why should anyone not with us be allowed to use it?


Yes this is the exact gheto thinking i was talking about. Same thinking are among african countries.

Look I know that nullsec is full of asshats that will shoot anything that moves, thus preventing you from making your claimed space safe for neutrals. But thats the problem of low/null dwellers. Its not fault of hisec dwellers that null suck and that 90% of its dwellers are savage monkeys. Hisec works because it has reasonable dwellers.

There are already better rewards from PvE activities in low/null.
And what about Jita? And trading?.And industry?.Jita is succesfull because traders/manufacturers are no fighters. They will trade anywhere where its safe. Its like wallstreet. no Trader will trade in the middle of foking desert.

What prevents null from making a couple of NO FIGHT ZONE star systems open for all (you know - diplomacy)? There should be ageement among all low/null dwellers that certain systems will be safe for neutrals. You know, player made police, player made military (OMG Sandbox). You can profit from docking fees, you can profit from taxes, gatecamps could levy tolls ...oh wait... gatecamps would surely shred those ships to pieces.....But aggain... thats the problem of low/null dwellers themselves.

Hisec is not most profitable region. If null could have reasonable dwellers it could outprofit hisec by orders of magnitude. Hisec is just mirror of how bad are low/null dwellers at utilizing opportunities.

But nerfing Hisec just because of incompetence of low/null dwellers?... LOL

As i said before: "Gangsters who lives in the woods are complaining about criminality in the woods".
Inquisitor Kitchner
The Executives
#175 - 2012-12-17 11:25:24 UTC

I love the biggest fallacy people don't get, a lot of high sec players say:

"Look, I'm not saying null isn't in a bad shape, but there's no need to nerf High, just buff null!"

Great.

If you double, triple or whatever the income of null players then you will be nerfing High Sec by comparison. EVE is a free market and as null sec players become richer, things will become more expensive for high sec players.

So if you make high sec missions pay half as much, or ships end up costing twice as much due to inflation you end at the same place: It takes twice as much time for a high sec mission runner to buy the next ship.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

TharOkha
0asis Group
#176 - 2012-12-17 11:47:47 UTC
Inquisitor Kitchner wrote:


If you double, triple or whatever the income of null players then you will be nerfing High Sec by comparison. EVE is a free market and as null sec players become richer, things will become more expensive for high sec players.


If you nerf hisec income by half or whatever the income of hisec players then you will be buffing Nullsec Sec by comparison. EVE is a free market and as null sec players become richer, things will become more expensive for high sec players.

Quote:
So if you make high sec missions pay half as much, or ships end up costing twice as much due to inflation you end at the same place: It takes twice as much time for a high sec mission runner to buy the next ship.


It also takes twice as much time for a high sec mission runner to buy the next ship if you nerf their income.

Again: Problem is not about risk/rewards, Problem are the dwellers.
Ptraci
3 R Corporation
#177 - 2012-12-17 11:48:21 UTC
RAGE QU1T wrote:
Actuallly wait? Nerf high sec and lets see how long Nullsec will die once and for all since 90% goods is exported from Highsec to support the war machine


You mean the ones made with materials like morphite, megacyte and technetium? Those "high sec" goods? Yeah, show me where you can get those minerals in high sec. You are going to have to reprocess a lot more level 4 loot. And that still leaves you short the morphite and technetium...

High sec is merely a convenient central trade hub that is fully stocked. If you removed high sec then those who sell the raw materials to stock its markets would find themselves without a market, and goods would be distributed by other means. We make a lot of stuff in nullsec. It stays out here and it's used out here. High sec is only for the more exotic stuff - it's where I go to sell my machariels and deadspace/faction modules, and where I go to buy BPC packs. It's certainly not where I go "looking for a deal on a rifter".
Malcanis
Vanishing Point.
The Initiative.
#178 - 2012-12-17 13:08:46 UTC
TharOkha wrote:
La Nariz wrote:
TharOkha wrote:

This is the problem of gheto-thinking of low/null dwellers (shoot anything that moves) , not by the game mechanic.


There is a reason for that. We fought hard for the space and we defend the space so why should anyone not with us be allowed to use it?


Yes this is the exact gheto thinking i was talking about. Same thinking are among african countries.



Can you name 2 countries in the world that allow unrestricted, royalty-free resource extraction?

Because I'm pretty sure that you don't live in one of them.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Natsett Amuinn
Caldari Provisions
Caldari State
#179 - 2012-12-17 13:33:01 UTC
Ptraci wrote:
RAGE QU1T wrote:
Actuallly wait? Nerf high sec and lets see how long Nullsec will die once and for all since 90% goods is exported from Highsec to support the war machine


You mean the ones made with materials like morphite, megacyte and technetium? Those "high sec" goods? Yeah, show me where you can get those minerals in high sec. You are going to have to reprocess a lot more level 4 loot. And that still leaves you short the morphite and technetium...

High sec is merely a convenient central trade hub that is fully stocked. If you removed high sec then those who sell the raw materials to stock its markets would find themselves without a market, and goods would be distributed by other means. We make a lot of stuff in nullsec. It stays out here and it's used out here. High sec is only for the more exotic stuff - it's where I go to sell my machariels and deadspace/faction modules, and where I go to buy BPC packs. It's certainly not where I go "looking for a deal on a rifter".

But if we just pretend that we're the only reason that null survives, it'll convince people that if you bring the reward balance more in line with risk and effort involved then we'll quit and everyone will be **** out of luck.

Oddly enough, those same people can't seem to figure out that they're flying those expensive ass ships around high sec because of us in null. Without us, there is no T2 production.

And holy crap! If would also mean that low end minerals would be worth mining and selling in null.


High sec does not sustain null markets, high sec only makes null markets more convenient to stock.
High sec can't build T2 without null sec; null sec doesn't NEED high sec to build anything. The resources are here, they just aren't worth gathering for the most part when compared to high sec.
Without a hundred thousand afk miners in high sec, both low and high ends in null would carry a higher value. In fact low ends would be even more valuable as they're not abundant enough in null to fill all of the demand.

My favorite effect would be the fact that many of my T1 goods would actually be worth buying as high sec mission runners wouldn't be flooding the market with NPC modules that outperform the player made variant.

Jenn aSide
Soul Machines
The Initiative.
#180 - 2012-12-17 14:08:26 UTC
Inquisitor Kitchner wrote:

I love the biggest fallacy people don't get, a lot of high sec players say:

"Look, I'm not saying null isn't in a bad shape, but there's no need to nerf High, just buff null!"

Great.

If you double, triple or whatever the income of null players then you will be nerfing High Sec by comparison. EVE is a free market and as null sec players become richer, things will become more expensive for high sec players.

So if you make high sec missions pay half as much, or ships end up costing twice as much due to inflation you end at the same place: It takes twice as much time for a high sec mission runner to buy the next ship.



Well said.