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Malcanis for CSM 8 Vote till you drop

First post
Author
Lord Zim
Gallente Federation
#661 - 2013-03-28 10:08:47 UTC
Aineko Macx wrote:
I already did. The older, richer and JF capable industrials will simply be able to avoid the increased costs in hi(er)-sec.

By moving manufacturing further out from Jita, thus making Jita slightly less of a "you must get as close as you can" place. And, incidentally, considering the fact I have no problems finding stations which are completely (or mostly completely) empty within 2 jumps of jita as it is today, isn't a problem.

Aineko Macx wrote:
The less fortunate will be crowding the slots in 0.5 systems much worse then they already do, and building in 0.6+ will simply be unfeasible. Basically it's adding one more handicap to newer players.

It'd be a case of "build stuff near Jita and have a smaller margin" vs "build it far away from Jita and spend time transporting". Oh, and "build your stuff locally in nullsec and help revitalize nullsec by giving a reason for players to care about that pesky little 10 man gang that keeps derping around in your back yard, because that'd be your miners being unable to do the work extracting minerals". Provided, of course, that CCP makes nullsec not suck at industry in comparison with hisec, capacity/convenience-wise.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Caitlyn Tufy
Perkone
Caldari State
#662 - 2013-03-28 10:24:34 UTC
Aineko Macx wrote:
Malcanis wrote:
Why would you build (for example) Dramiels in a 0.5? The mineral difference would be trivial compared to the value of the finished product and the costs of moving it to Jita.

C’mon Malc, you can do better than that. Way to take a special case (building faction ship) as argument. We all know that production on most T1 items has single digit profit margins, where a small increase in production cost means a large loss of profit.


That’s only true as long as everyone can produce it at low margin and no transport costs (read: next-door to a major trade hub). As soon as you have opportunity costs included, the margins can vary greatly, depending on the distance the goods were transferred, whether you got minerals locally and the price of minerals there as opposed to transfering them from a market hub, potential dangers on the route, etc. In other words, rather than representing the vast majority of the price, production costs become just one aspect of it, allowing players with worse skills to compete better, if they research the market.
Malcanis
Vanishing Point.
The Initiative.
#663 - 2013-03-28 10:34:33 UTC
Caitlyn Tufy wrote:
Aineko Macx wrote:
Malcanis wrote:
Why would you build (for example) Dramiels in a 0.5? The mineral difference would be trivial compared to the value of the finished product and the costs of moving it to Jita.

C’mon Malc, you can do better than that. Way to take a special case (building faction ship) as argument. We all know that production on most T1 items has single digit profit margins, where a small increase in production cost means a large loss of profit.


That’s only true as long as everyone can produce it at low margin and no transport costs (read: next-door to a major trade hub). As soon as you have opportunity costs included, the margins can vary greatly, depending on the distance the goods were transferred, whether you got minerals locally and the price of minerals there as opposed to transfering them from a market hub, potential dangers on the route, etc. In other words, rather than representing the vast majority of the price, production costs become just one aspect of it, allowing players with worse skills to compete better, if they research the market.


Production material costs are different for different classes of items and well. At one extreme, you have the production of faction items, where the material cost is essentially a rounding error and the actuarial cost of being ganked whilst tranporting them is far more relevent. At the other you have things like Freighters and Battleships.

New players typically aren't involved in producing either of these types of goods. Small T1 ships, faction ammo and certain T1 modules like nanos seem to be the most common.

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

Grath Telkin, 11.10.2016

Lord Zim
Gallente Federation
#664 - 2013-03-28 10:46:50 UTC
Literally, the best bit about this line of thinking is that it does for manufacturers what it has done for so many other things in EVE, it shifts focus away from the raw in-game skills and more towards the softer in-player skill of reading/responding to a market.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Malcanis
Vanishing Point.
The Initiative.
#665 - 2013-03-28 10:54:22 UTC
Lord Zim wrote:
Literally, the best bit about this line of thinking is that it does for manufacturers what it has done for so many other things in EVE, it shifts focus away from the raw in-game skills and more towards the softer in-player skill of reading/responding to a market.


That's exactly what I had in mind to achieve.

(And that's why we'll see such a shitstorm if CCP ever implement it)

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

Grath Telkin, 11.10.2016

Arkady Vachon
The Gold Angels
Sixth Empire
#666 - 2013-03-28 11:09:35 UTC
Made mine Malcanis this time out, good luck.

Nothing Personal - Just Business...

Chaos Creates Content

Caitlyn Tufy
Perkone
Caldari State
#667 - 2013-03-28 11:11:22 UTC
Quote:
Production material costs are different for different classes of items and well. At one extreme, you have the production of faction items, where the material cost is essentially a rounding error and the actuarial cost of being ganked whilst tranporting them is far more relevent. At the other you have things like Freighters and Battleships.

New players typically aren't involved in producing either of these types of goods. Small T1 ships, faction ammo and certain T1 modules like nanos seem to be the most common.


Oh absolutely, I agree. I'm just saying that if profit margins would evaporate under the way things are now it doesn't mean they'll do so in a proposed system. It's similar to mineral refinery - if you drop the perfect refinery from NPC stations, of course the profit margins there will go down. However, they will go down for everyone, meaning the relative power of refining elsewhere (say in POSes) will go up.
Lord Zim
Gallente Federation
#668 - 2013-03-28 11:14:06 UTC
Exactly like profit margins shifted when the PI system changed. I literally giggle every time I remember how loudly and proudly people were proclaiming that it would KILL HISEC PI PROFITABILITY, and yet...

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Aineko Macx
#669 - 2013-03-28 11:24:42 UTC
Lord Zim wrote:
It'd be a case of "build stuff near Jita and have a smaller margin" vs "build it far away from Jita and spend time transporting".

From the farms and fields lessons learned:
Making something tedious will not stop players doing it if it's very clearly the best option. They'll do it, and they'll hate it
Going to 0.5 for production would be the only sensible option in the vast majority of cases where people are doing it for profit. People are not afraid to use the autopilot.

Quote:
Oh, and "build your stuff locally in nullsec and help revitalize nullsec by giving a reason for players to care about that pesky little 10 man gang that keeps derping around in your back yard, because that'd be your miners being unable to do the work extracting minerals". Provided, of course, that CCP makes nullsec not suck at industry in comparison with hisec, capacity/convenience-wise.

I'm a fan of the farms and fields concept, however i have yet to see a concrete idea of how to implement it catering to the needs of all the player types in 0.0.

Caitlyn Tufy wrote:
Aineko Macx wrote:
We all know that production on most T1 items has single digit profit margins, where a small increase in production cost means a large loss of profit.

That’s only true as long as everyone can produce it at low margin and no transport costs (read: next-door to a major trade hub). As soon as you have opportunity costs included, the margins can vary greatly, depending on the distance the goods were transferred, whether you got minerals locally and the price of minerals there as opposed to transfering them from a market hub, potential dangers on the route, etc. In other words, rather than representing the vast majority of the price, production costs become just one aspect of it, allowing players with worse skills to compete better, if they research the market.

That is true in theory. However if you run the numbers on T1 items (the ones that new players can actually produce) in Jita you'll find that they are barely above material cost. Most people seem to not value their time.

Anyway, to sum this up: Malcanis believes, but IMO hasn't produced arguments supporting it, that the proposed change affects the player base neutrally across the char age groups. I say it is a classic example of a proposal where Malcanis law applies.

A production time bonus tied to the sec status would be much more reasonable, because it doesn't instantly kill the production of low margin items in 0.6+ systems. You'd still have crowded 0.5 slots but less badly. The incentive to go to lower sec is still there, so industrials wanting to maximize their volume can chose to put in the risk and effort. Plays in nicely with risk/reward and choice.
Aineko Macx
#670 - 2013-03-28 11:56:20 UTC  |  Edited by: Aineko Macx
Please note that apart from the current discussion, I agree with your hisec manifesto. It's slightly dated so maybe you'll want to update it.

Also please take the time to respond to my two questions about super capitals and sov mechanics. You state that 0.0 is the area that most needs attention, so surely you'll have some ideas about these two major 0.0 issues.
Lord Zim
Gallente Federation
#671 - 2013-03-28 12:09:20 UTC
Aineko Macx wrote:
From the farms and fields lessons learned:
Making something tedious will not stop players doing it if it's very clearly the best option. They'll do it, and they'll hate it
Going to 0.5 for production would be the only sensible option in the vast majority of cases where people are doing it for profit. People are not afraid to use the autopilot.

There won't be "more tedium", there'll be "more options". They can choose to try to lower their costs isk-wise by moving their operation to a .5 system, they can take the increased manufacturing costs of manufacturing closer to major trade hubs, they can move their operation to POSes, they can start using courier contracts more, they can move their point of sale to somewhere other than major trade hubs, etc etc etc.

I'm sorry there are suggestions in the air of making it so a BS can't be made for 2k isk. Actually, no, I'm not, because today's system is tedious. I have absolutely no problems finding a system with 50+ free slots within 2 jumps of jita, which means that the only thing I have to take care of is buying minerals at a low enough rate that sales/broker taxes and the 2k manufacturing fee is covered, haul it 2 jumps, press a few buttons and haul it back.

Aineko Macx wrote:
I'm a fan of the farms and fields concept, however i have yet to see a concrete idea of how to implement it catering to the needs of all the player types in 0.0.

Considering the current state of nullsec is "farm moons, build supercaps and shoot people in the face", with absolutely no real incentive to actually do anything even remotely industry-related (...apart from supercaps, since that's the only place they can be built), any improvement to make nullsec even vaguely more populated would be a welcome change.

I'm serious. Hop in a noobship and fly around in nullsec, and take a note on how many people are actually out and about, doing things.

Aineko Macx wrote:
That is true in theory. However if you run the numbers on T1 items (the ones that new players can actually produce) in Jita you'll find that they are barely above material cost. Most people seem to not value their time.

And why do you think this is? It is like this because I can do all my manufacturing within 2 jumps of Jita. There is literally no timesink involved here, literally the only difference between the raw material and the finished product is sales taxes and broker fees, and a very miniscule bit of time.

Aineko Macx wrote:
Anyway, to sum this up: Malcanis believes, but IMO hasn't produced arguments supporting it, that the proposed change affects the player base neutrally across the char age groups. I say it is a classic example of a proposal where Malcanis law applies.

I'd go so far as to say that if anything, it would affect the bigger manufacturers more than it would the small newbies. The small newbies won't have a huge volume of raw material to haul to the 0.5 system of choice, he won't have to move tons of things around when a .5 system gets zerged, he won't make himself vulnerable to wardecs by putting a POS up etc etc etc.

All of these things would have to be put into consideration when putting a price, and the current practice of literally making a BS at mineral cost + barely enough to cover the sales tax/broker's fee is more detrimental than making the system deeper would be.

Aineko Macx wrote:
A production time bonus tied to the sec status would be much more reasonable, because it doesn't instantly kill the production of low margin items in 0.6+ systems. You'd still have crowded 0.5 slots but less badly. The incentive to go to lower sec is still there, so industrials wanting to maximize their volume can chose to put in the risk and effort. Plays in nicely with risk/reward and choice.

I'd say that things are being manufactured too quickly as it is, if we were to go for a "production time bonus tied to the sec status", then production times should increase heavily across the board beforehand, because building a full BS in 3-4 hours isn't exactly a very limiting factor.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Aineko Macx
#672 - 2013-03-28 12:44:27 UTC
Lord Zim wrote:
Considering the current state of nullsec is "farm moons, build supercaps and shoot people in the face", with absolutely no real incentive to actually do anything even remotely industry-related (...apart from supercaps, since that's the only place they can be built), any improvement to make nullsec even vaguely more populated would be a welcome change.

I'm serious. Hop in a noobship and fly around in nullsec, and take a note on how many people are actually out and about, doing things.

You're preaching to the converted, my main is a long time 0.0 citizen. The quoted statement was directed more at Malc, because while he formulated a desirable destination (from a grunt perspective), he hasn't said much about how to get there.

Quote:
And why do you think this is? It is like this because I can do all my manufacturing within 2 jumps of Jita. There is literally no timesink involved here, literally the only difference between the raw material and the finished product is sales taxes and broker fees, and a very miniscule bit of time.

I'd say it's competition above all. And people being bad at math. And not valuing their time.

Quote:
I'd go so far as to say that if anything, it would affect the bigger manufacturers more than it would the small newbies. The small newbies won't have a huge volume of raw material to haul to the 0.5 system of choice, he won't have to move tons of things around when a .5 system gets zerged, he won't make himself vulnerable to wardecs by putting a POS up etc etc etc.

There is a strong correlation between market competition and the entry barrier to producing a certain item. Meaning, the items that can be produced by new players are already the ones with the worst margins. Established industrial operations already move large quantities of materials and have POSes setup, so they suffer no change. Therefore I disagree with this argument.

Quote:
Aineko Macx wrote:
A production time bonus tied to the sec status would be much more reasonable, because it doesn't instantly kill the production of low margin items in 0.6+ systems. You'd still have crowded 0.5 slots but less badly. The incentive to go to lower sec is still there, so industrials wanting to maximize their volume can chose to put in the risk and effort. Plays in nicely with risk/reward and choice.

I'd say that things are being manufactured too quickly as it is, if we were to go for a "production time bonus tied to the sec status", then production times should increase heavily across the board beforehand, because building a full BS in 3-4 hours isn't exactly a very limiting factor.

Agreed.
Malcanis
Vanishing Point.
The Initiative.
#673 - 2013-03-28 13:03:16 UTC
Aineko Macx wrote:
Please note that apart from the current discussion, I agree with your hisec manifesto. It's slightly dated so maybe you'll want to update it.

Also please take the time to respond to my two questions about super capitals and sov mechanics. You state that 0.0 is the area that most needs attention, so surely you'll have some ideas about these two major 0.0 issues.


Sov mechanics: I'm not going to get into proposing specific mechanics, but I can definitely describe what I'd like to see: Sov should be easily claimable by anyone who wants to plant their flag. The strength of that sovereignty claim should require continuous activity, not anchoring a TCU and waiting 3 weeks. AFK landlording - where we have systems that are unused except for a JF popping by to empty the silos twice a month - should leave your systems vulnerable to being taken by a medium sized battlecruiser gang with half an hour to spare.

And death to multi-million hit point structures.

Supercaps:

Supercarriers I'm honestly not too bothered about; they're vulnerable to being defanged, and tbh they're not that hard to deal with if you have an organised fleet. If I had wishes to spare, I'd turn them back into motherships and give them a role that actually made them into a goddamb mothership. You know, like being the go-to ship for moving a fleet about. But they're not a priority. Oh and while we have these jillion-hit-point sov structures, they're the only thing that makes sov grinding remotely endurable.

Titans: I just don't like. There's no way to balance the role of "super double super doom penis" in an open PvP game like EVE. Titans need to be turned into something completely different than their current incarnation. Every titan pilot is going to hate it if and when they are. That's OK though, they all hate me already. Whether they become mobile star bases, or the only ship which can go through the EVE gate or whatever role I don't even mind. They were a mistake from the start and CCP have been trying to polish the turd ever since the players showed them that "we totally can organise massive industrial supply chains in your open sandbox economy simulator, CCP" and built thousands of a ship that was conceived on the assumption there would only ever be 2-3 in game.

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

Grath Telkin, 11.10.2016

Lord Zim
Gallente Federation
#674 - 2013-03-28 13:06:43 UTC
Aineko Macx wrote:
You're preaching to the converted, my main is a long time 0.0 citizen. The quoted statement was directed more at Malc, because while he formulated a desirable destination (from a grunt perspective), he hasn't said much about how to get there.

I'm sure we could start arguing exactly what needs to be done, in minute detail, but that would be a ridiculous waste of time since CCP aren't likely to use it. The better way of doing things is to come up with high level goals such as "there are absolutely no reason to do industry in nullsec as it is, because it's a cockstab to refine and manufacture, there's next to no capacity in nullsec, and as such there's no real point in mining extensively in nullsec when hisec offers the most necessary of minerals at almost no risk, which in turn makes it more profitable to do almost all mining in hisec and export from jita/hisec to nullsec. We need to fix this." and "it costs 2k to build a maelstrom in hisec, 2 jumps out of Jita. The price of exporting it is 250000% of the build cost, and it's still cheaper than building it in nullsec. We need to fix this."

Personally I would've gone for a massive industry revamp of nullsec, to the point where a single system in nullsec can handily outperform any system in hisec, maybe even constellations, and I would make manufacturing anything take longer (with a time bonus in low/null, because "they can use less safe methods due to laxer regulations"), and the manufacturing cost be based on a percentage of the mineral cost (which, in turn, would facilitate bottom-up financing of alliances, and would incentivize alliances actually trying to get their people to use their space ... as opposed to now). But that's just me.

Aineko Macx wrote:
I'd say it's competition above all. And people being bad at math. And not valuing their time.

So let's make sure people who are bad at math are penalized for being bad at math. vOv

Aineko Macx wrote:
There is a strong correlation between market competition and the entry barrier to producing a certain item. Meaning, the items that can be produced by new players are already the ones with the worst margins. Established industrial operations already move large quantities of materials and have POSes setup, so they suffer no change. Therefore I disagree with this argument.

Who uses POSes for anything other than invention, when there are literally tons of slots which are available and unused, which cost absolutely nothing to run, has no risk attached and is convenient as all hell? And how far do these "established industrial operations" move large quantities of materials? I've never moved any raw materials more than 2-3 jumps outside of Jita. vOv

As for supercarriers and titans, I agree with Malc here as well. In fact, I would like to see supercarriers turned into actual motherships, and maybe titans into mobile POSes or something similar (or something completely different, I don't give a ****), just not just a supersized carrier or dread.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Reppyk
The Black Shell
#675 - 2013-03-28 14:49:43 UTC
What's your stance over small-scale structure operations ?
I'm talking about highsec POSes, lowsec POCOs and POSes inside C3s and lower.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Malcanis
Vanishing Point.
The Initiative.
#676 - 2013-03-28 15:01:29 UTC
Reppyk wrote:
What's your stance over small-scale structure operations ?
I'm talking about highsec POSes, lowsec POCOs and POSes inside C3s and lower.



You mean in the sense of trying to shoot at them?

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

Grath Telkin, 11.10.2016

Reppyk
The Black Shell
#677 - 2013-03-28 15:09:57 UTC  |  Edited by: Reppyk
Malcanis wrote:
You mean in the sense of trying to shoot at them?
And defending them, don't be so single-sided. Smile
The shooting part and the linked isk-versus-reward part (like in "a giant dickstar costs 500m" and "if I kill it, I'll loot 20m").
If you want I can ask you particular questions but it would mean that you don't care about it or feel it's well balanced atm.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Malcanis
Vanishing Point.
The Initiative.
#678 - 2013-03-28 15:14:46 UTC
Reppyk wrote:
Malcanis wrote:
You mean in the sense of trying to shoot at them?
And defending them, don't be so single-sided. Smile
The shooting part and the linked isk-versus-reward part (like in "a giant dickstar costs 500m" and "if I kill it, I'll loot 20m").
If you want I can ask you particular questions but it would mean that you don't care about it or feel it's well balanced atm.


Well it was a bit of a general question. What specifically are you concerned about? hi-sec POS being a PITA to shoot? Yeah they kind of are, but there are ~implications with making it easier to kill POS with subcaps, like seeing W-space scoured out by the dominant corps there.

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

Grath Telkin, 11.10.2016

DarthNefarius
Minmatar Heavy Industries
#679 - 2013-03-28 15:30:42 UTC
Malcanis wrote:

Anyway, just to let you all know: I'm in.


CONGRATZ... Looks like alot of peeps got preelecion qualified on the first day Big smile
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'
Malcanis
Vanishing Point.
The Initiative.
#680 - 2013-03-28 15:33:13 UTC
I don't know how to break this to you, but today isn't the first day.

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

Grath Telkin, 11.10.2016