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Fix Null > Nerf Hi

First post First post
Author
Aren Madigan
The Scope
Gallente Federation
#321 - 2013-02-25 00:56:34 UTC
Frostys Virpio wrote:
Aren Madigan wrote:
Forgot the 722k ISK per an hour for the PLEX cost if you're going to add PLEX to the mix. Regardless, equal number of null sec industrial accounts would be > than equal number of high sec, and that should be the main concern. Otherwise your complaint isn't about high sec, its about alt accounts. Plus, BAM! Give null access to more industry slots, issue solved.


Most slots alone would not fix much. There are additionnal cost related to building in null which many high sec people seem to always forget about.


Was more his specific issue I was referring to. Of course alone it wouldn't be good enough, but his issue that he seems to think ruins any other possibility is not particularly hard to fix.
Tippia
Sunshine and Lollipops
#322 - 2013-02-25 01:01:18 UTC
Aren Madigan wrote:
As long as you ignore the additional profit through less resources being used portion, I don't give a **** about anything you say.
No-one is ignoring that. In fact, most of us are proposing that. The problem is that you don't seem to understand that the only way for this to happen is by nerfing highsec. Otherwise, where will the margin come from?

If high has 0% waste and you want to buff null to provide additional profit through less resources, how would you do that? Have null use less than the base amount of resources? As in create items for (say) 90% the resources which can then be recycled for 100% the resources, thus creating an additional 10% materials out of thin air?

Quote:
You can't ignore that as a bonus and there isn't an unlimited number of manufacturing slots anywhere, not to mention there's a limit to the number of jobs you can have running based off skills in the first place.
Seeing as how highsc slots are functionally infinite, especially compared to null slots, you certainly can. Characters are not a limit — just an additional cost (that is nowhere near what it costs to produce in null).

Oh, and the whole problem is that there are too few slots for the industrialists in question, so no, one character having max jobs at 50% speed boost = one character having max with no speed boost because once that first guy is done, his buddy needs to take his turn on the limited slots available. The other guy, on the other hand, can just restart his jobs the moment he's done because he has free slots to do so. So the time divisor does only works as an indirect slot multiplier: 50% time bonus ≡ 100% slot number bonus.

Quote:
Plus, BAM! Give null access to more industry slots, issue solved.
No, because the number of slots do not alleviate the other problems: cost, ease of use, logistics.
Frostys Virpio
State War Academy
Caldari State
#323 - 2013-02-25 01:01:53 UTC  |  Edited by: Frostys Virpio
Aren Madigan wrote:
Frostys Virpio wrote:
Aren Madigan wrote:
Forgot the 722k ISK per an hour for the PLEX cost if you're going to add PLEX to the mix. Regardless, equal number of null sec industrial accounts would be > than equal number of high sec, and that should be the main concern. Otherwise your complaint isn't about high sec, its about alt accounts. Plus, BAM! Give null access to more industry slots, issue solved.


Most slots alone would not fix much. There are additionnal cost related to building in null which many high sec people seem to always forget about.


Was more his specific issue I was referring to. Of course alone it wouldn't be good enough, but his issue that he seems to think ruins any other possibility is not particularly hard to fix.


So we create station with no running cost just like the high sec stations close to everywhere in null with zome zone packing over 500 lines in a single system? Thats how much lines you would add? And they have to be "equivalent" lines so no POS requirment or anything. Just present there free to be used.

Tippia wrote:
[
Quote:
Plus, BAM! Give null access to more industry slots, issue solved.
No, because the number of slots do not alleviate the other problems: cost, ease of use, logistics.


This is important to see. More lines indeed does not fix the whole problem at all.
Aren Madigan
The Scope
Gallente Federation
#324 - 2013-02-25 01:15:30 UTC
Tippia wrote:
Aren Madigan wrote:
As long as you ignore the additional profit through less resources being used portion, I don't give a **** about anything you say.
No-one is ignoring that. In fact, most of us are proposing that. The problem is that you don't seem to understand that the only way for this to happen is by nerfing highsec. Otherwise, where will the margin come from?

If high has 0% waste and you want to buff null to provide additional profit through less resources, how would you do that? Have null use less than the base amount of resources? As in create items for (say) 90% the resources which can then be recycled for 100% the resources, thus creating an additional 10% materials out of thin air?

Quote:
You can't ignore that as a bonus and there isn't an unlimited number of manufacturing slots anywhere, not to mention there's a limit to the number of jobs you can have running based off skills in the first place.
Seeing as how highsc slots are functionally infinite, especially compared to null slots, you certainly can. Characters are not a limit — just an additional cost (that is nowhere near what it costs to produce in null).

Oh, and the whole problem is that there are too few slots for the industrialists in question, so no, one character having max jobs at 50% speed boost = one character having max with no speed boost because once that first guy is done, his buddy needs to take his turn on the limited slots available. The other guy, on the other hand, can just restart his jobs the moment he's done because he has free slots to do so. So the time divisor does only works as an indirect slot multiplier: 50% time bonus ≡ 100% slot number bonus.

Quote:
Plus, BAM! Give null access to more industry slots, issue solved.
No, because the number of slots do not alleviate the other problems: cost, ease of use, logistics.


Let me simplify... ores give more minerals in null sec (not modules). Make various productions faster in null sec. Give null sec more slots. Anything else sounds to me like it'd be a consequence of living in null sec. The added setup cost, difficulty out there, etc, or POS issues that they need to fix, and little to do with an actual problem. And frankly, if you start balancing around people having multiple accounts, you end up punishing those without multiple accounts more, so I'm not going to take any statement even close to relating to that seriously. Just not going to, the only sort of real balance you can make involving that is limiting the number allowed or banning them entirely.
Frostys Virpio
State War Academy
Caldari State
#325 - 2013-02-25 01:19:04 UTC
Aren Madigan wrote:


Let me simplify... ores give more minerals in null sec (not modules). Make various productions faster in null sec. Give null sec more slots. Anything else sounds to me like it'd be a consequence of living in null sec. The added setup cost, difficulty out there, etc, or POS issues that they need to fix, and little to do with an actual problem. And frankly, if you start balancing around people having multiple accounts, you end up punishing those without multiple accounts more, so I'm not going to take any statement even close to relating to that seriously. Just not going to, the only sort of real balance you can make involving that is limiting the number allowed or banning them entirely.


If you do not take the harder setup/security and hauling requirement into account to balanbce stuff, nothign worthwhile will be done. People will still produce in high sec because it will still be plain better to do so.
Aren Madigan
The Scope
Gallente Federation
#326 - 2013-02-25 01:25:52 UTC
Frostys Virpio wrote:
If you do not take the harder setup/security and hauling requirement into account to balanbce stuff, nothign worthwhile will be done. People will still produce in high sec because it will still be plain better to do so.


I'm not saying don't take them into account at all, just not to pretend that the benefits can't possibly balance it out. Just because you have that added cost doesn't mean there can't be benefits to weigh it out rather than having to amputate something elsewhere. Yet that's exactly what you're saying.
Tippia
Sunshine and Lollipops
#327 - 2013-02-25 01:33:02 UTC  |  Edited by: Tippia
Aren Madigan wrote:
Let me simplify... ores give more minerals in null sec (not modules). Make various productions faster in null sec. Give null sec more slots. Anything else sounds to me like it'd be a consequence of living in null sec. The added setup cost, difficulty out there, etc, or POS issues that they need to fix, and little to do with an actual problem.
No, they are integral parts of the problem and they will not go away until similar costs are imposed on high. It's those things that make it so much better to produce in highsec, and no amount of slots will solve that, nor will increased speed (since that's only a slot multiplier anyway so it's the exact same thing).

But it's nice to see that you've abandoned the idea that you can buff null through the use of less resources…

Quote:
And frankly, if you start balancing around people having multiple accounts, you end up punishing those without multiple accounts more, so I'm not going to take any statement even close to relating to that seriously.
Yes, balancing around how the game is played is a bad idea. Roll

You still don't get it, do you? It's a simple cost/benefit analysis: which costs more? An additional character manufacturing for free at normal speeds or using expensive slots (and expensive logistics (and a lot more work)) at double speed? Given the availability and much lower cost of highsec slots, the former will always be the case. This shows us that the infinite-availability/zero-cost combo is directly harmful to the game. There is no way to compete against that, and there is no way to buff your way out of it without going into negative-cost territory (which is still a very bad idea).

Quote:
Just because you have that added cost doesn't mean there can't be benefits to weigh it out rather than having to amputate something elsewhere. Yet that's exactly what you're saying.
…because the only benefit that can outweigh it is to have negative costs or something equally game-breaking.

Oh, and fundamentally, the basic question remains: what's so bad about having it balanced the same across all sectors of space? Why do you so hate the idea of having everyone on equal footing?
RubyPorto
RubysRhymes
#328 - 2013-02-25 01:39:49 UTC  |  Edited by: RubyPorto
Aren Madigan wrote:
Forgot the 722k ISK per an hour for the PLEX cost if you're going to add PLEX to the mix. Regardless, equal number of null sec industrial accounts would be > than equal number of high sec, and that should be the main concern. Otherwise your complaint isn't about high sec, its about alt accounts. Plus, BAM! Give null access to more industry slots, issue solved.


Off by a factor of 10 (or 30).

500m/(168*4*10)= 74,000 ISK/hr/slot if we assume 1 character in use per account. 24,801 ISK/hr/slot if we assume 3.

I didn't come up with that number from nowhere when I first used it some pages ago. Know why? Because I can do arithmetic.


What manufacturing slots are these Nullsec alts going to use? There are more slots in one HS system than most (if not all) Nullsec Regions.
If we assume hundreds of slots per Outpost, we have (kind of) a start.

Now, how you going to pay for those ~50b ISK outposts at 24k ISK/hr/slot? Because that's still the value of the advantage you're suggesting we give Nullsec with the .5 multiplier. That is the value of a .5x time multiplier, because that is the cost of doing the same thing without that multiplier.

Not to mention the amortized risk, hauling costs, etc. Your budget for all of that is 24k ISK/hr/slot, since that's the cost of doing without that speed multiplier in HS and not having to drop 50b on an outpost, risk losing it (and all your installed jobs) etc.

So, even if everyone has equal, unlimited access to slots, you're still only giving Nullsec a 24k ISK/hr/slot advantage to compensate for EVERYTHING ELSE that HS has over Nullsec.


Oh, and is there a good reason why Supers and Capitals should be built so much faster?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Aren Madigan
The Scope
Gallente Federation
#329 - 2013-02-25 01:45:22 UTC  |  Edited by: Aren Madigan
Yeeeah, not taking this discussion seriously anymore. Sorry, but your issue is with alt accounts, not high sec. Your one account is never going to compete with multiple, nor should it and reducing the ability of an individual account in an area just because people have multiple makes it that much harder for people to get a start. If you balanced miners around people having 20 mining accounts, only the obscenely rich people in the real world would be able to be effective. The people who could afford 20 monthly fees. That's not a good option, at all. Any thought that takes this kind of thought process into consideration isn't even worth looking at because you're pretty much telling the people with fewer accounts that they can't do jack unless they want to play your way.

I also never said you could buff null through use of less resources. Nothing I said was different from what I said before, it just seems I had to put it in less words to get the point across. As for the rest... toss me some numbers, how much does it cost to get a good manufacturing POS going and what's the upkeep costs in an ideal situation?

EDIT: And yeah, noticed I forgot to divide by the number of slots... still, that limits what can be produced in those slots that'd actually be profitable by a hefty amount. Also capitals and supers could be something that doesn't get the bonus. Seriously Ruby, quit tossing out things with simple solutions. The what ifs that have simple answers that a drunken monkey can figure out. And things I already addressed that you choose to ignore. Repeating yourself doesn't help.
RubyPorto
RubysRhymes
#330 - 2013-02-25 01:49:12 UTC  |  Edited by: RubyPorto
Aren Madigan wrote:
Yeeeah, not taking this discussion seriously anymore. Sorry, but your issue is with alt accounts, not high sec. Your one account is never going to compete with multiple, nor should it and reducing the ability of an individual account in an area just because people have multiple makes it that much harder for people to get a start. If you balanced miners around people having 20 mining accounts, only the obscenely rich people in the real world would be able to be effective. The people who could afford 20 monthly fees. That's not a good option, at all. Any thought that takes this kind of thought process into consideration isn't even worth looking at because you're pretty much telling the people with fewer accounts that they can't do jack unless they want to play your way.

I also never said you could buff null through use of less resources. Nothing I said was different from what I said before, it just seems I had to put it in less words to get the point across. As for the rest... toss me some numbers, how much does it cost to get a good manufacturing POS going and what's the upkeep costs in an ideal situation?


Then you didn't bother to read my post.

Try again. 24k ISK/hr/slot is the value of the bonus, because that is how much it costs to do the same thing without the bonus. If you disagree with that assessment, please describe your method of evaluating the value of the bonus, and explain your justification for it.

Alts actually have nothing to do with it. The 24k ISK/hr/slot holds whether it's an alt or another player.


You're simply saying the same thing over and over and hoping it will magically become true.


We are so far from being onto the many issues of POSes. We're still at your inane notion that you can compete with Free, Risk Free, Convenient, and Unlimited with Fast, Expensive, Risky, and Inconvenient.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

DeMichael Crimson
Republic University
Minmatar Republic
#331 - 2013-02-25 01:58:35 UTC
Quite honestly, this thread lost my interest about half way through it. Getting sick and tired of seeing threads about nerfing high sec & buffing null sec as well as threads about nerfing null sec & buffing high sec. These threads need to be locked right from the start.

RubyPorto wrote:
Tesal wrote:
Nicolo da'Vicenza wrote:
...facts are subjective.


A point of view isn't necessarily a fact.


But facts are still facts. Shouting "that's just a point of view" doesn't actually change the fact that they are objective facts.

Like this one:

HS industry is literally perfect. It's Cheap, Risk Free, Has Virtually Unlimited Capacity and is Convenient.

Oh really? Just exactly where is this high security Industrial heaven located?


'Virtually Unlimited Capacity'? Most high security Industry slots are filled with waiting times, up to 30 or more days before being open and available. Especially those near Market / Mission Hubs.

'Convenient'? Searching to find open slots available or at least slots with the lowest waiting time and then having to travel there takes time. Actually, the more time it takes to complete a job equates into less money you make.

'Risk Free'? Now that's a laugh, especially when you use that phrase to describe any activity being conducted in high security. Transporting a large amount of items in high sec is like painting a large 'Bulls-eye Target' on your ship, especially since the main target for suicide gankers is Industrial ships.

'Cheap' is about the only thing I could agree with. But after taking into consideration all the time, effort and extra expense spent just to do some production, it clearly is no longer 'Cheap'.


Anyway, time is money. That's why production for me will always be a 'Once in a while' activity, mainly a change of pace from constantly doing missions and exploration.


DMC
Tippia
Sunshine and Lollipops
#332 - 2013-02-25 01:59:29 UTC
Aren Madigan wrote:
Yeeeah, not taking this discussion seriously anymore. Sorry, but your issue is with alt accounts, not high sec.
It has nothing to do with alt accounts and everything to do with the question “what does it cost”?

The simple fact of the matter is that the free/infinite highsec slots create such a small margin that there is nowhere for null to go to provide equal ability, much less be better, once you factor in all the additional costs. Thus, you can buff all the way to high heaven and still not reach anything even remotely resembling equality unless you break the game in the opposite direction by creating infinite ISK and material faucets.

Quote:
I also never said you could buff null through use of less resources.
Uh-huh… so when you said “as long as you ignore the additional profit through less resources being used portion, I don't give a **** about anything you say. You can't ignore that as a bonus” you were not actually talking about buffing things by making them use less resources, then?

Quote:
Nothing I said was different from what I said before, it just seems I had to put it in less words to get the point across.
So in other words, you are still advocating breaking the game through the introduction of unlimited ISK and material faucets?

Quote:
As for the rest... toss me some numbers, how much does it cost to get a good manufacturing POS going and what's the upkeep costs in an ideal situation?
Nothing. You cannot create a good manufacturing POS due to slot limitations, space limitations, refinery limitations, transport limitations, security limitations. Some items can only be prodced through POSes but they are mercifully low-volume, which alleviates some of that… but it still doesn't change the fact that POSes are horrid manufacturing platforms.
Aren Madigan
The Scope
Gallente Federation
#333 - 2013-02-25 02:01:26 UTC  |  Edited by: Aren Madigan
RubyPorto wrote:
Then you didn't bother to read my post.

Try again. 24k ISK/hr/slot is the value of the bonus, because that is how much it costs to do the same thing without the bonus. If you disagree with that assessment, please describe your method of evaluating the value of the bonus, and explain your justification for it.

You're simply saying the same thing over and over and hoping it will magically become true.


Lets go with that 50% bonus... say without it you make 1 billion ISK of product a month... with it would be 1.5 billion per month. Almost 1 additional PLEX worth if you keep those materials from getting blown up... could subtract the startup cost as well, but a few good months with it surviving could overtake that cost. How hard is that to understand?

10 accounts without: 10 billion - approx. 5 billion in plex costs = 5 billion profit.
10 accounts with: 15 billion - approx 5 billion in plex costs = 10 billion profit.

At 1 billion per month standard, you've pretty much doubled your potential profit if you had a great month. Now it varies on what your actual profit really is, but it was a nice round number. Yes you could also subtract losses which might bring it close to the same costs if you don't have good protection, or hell, it'd make for cheaper production for your corp, especially if you had good factory stations scattered around... so say 50% was the magic number. The question would be how many people do you want to balance manufacturing POS around because there would be ZERO question about it being beneficial or not if you were able to keep it secure long enough.

And Tippia, at this point you're being short sighted and putting words into my mouth, try again. And if POS are horrid manufacturing platforms, then they need to be fixed. Maybe you should be looking at the real issues rather than high sec if stuff like that is an issue. Something being broken doesn't mean it can't be used for a fix, it just means THAT needs to be fixed as well.
RubyPorto
RubysRhymes
#334 - 2013-02-25 02:04:21 UTC
DeMichael Crimson wrote:
Oh really? Just exactly where is this high security Industrial heaven located?


'Virtually Unlimited Capacity'? Most high security Industry slots are filled with waiting times, up to 30 or more days before being open and available. Especially those near Market / Mission Hubs.


I spent most of last month manufacturing BCs in Kakakela, 2 jumps from Jita. I did not once encounter a waiting time. I never once had to switch stations within that system. Or does 2 Jumps from Jita not count as "near [a] Market ... Hub"?

Quote:
'Convenient'? Searching to find open slots available or at least slots with the lowest waiting time and then having to travel there takes time. Actually, the more time it takes to complete a job equates into less money you make.


Yep. Nullsec has all that plus you're Jump Freightering everything around instead of "Set Destination > Autopilot"

Quote:
'Risk Free'? Now that's a laugh, especially when you use that phrase to describe any activity being conducted in high security. Transporting a large amount of items in high sec is like painting a large 'Bulls-eye Target' on your ship, especially since the main target for suicide gankers is Industrial ships.


Never had one of my Freighter loads get ganked, and were they to get ganked, I would come out slightly ahead due to the magic of collateral.

Quote:
'Cheap' is about the only thing I could agree with. But after taking into consideration all the time, effort and extra expense spent just to do some production, it clearly is no longer 'Cheap'.

Anyway, time is money. That's why production for me will always be a 'Once in a while' activity, mainly a change of pace from constantly doing missions and exploration.
DMC


Have you ever tried doing industry in Nullsec? Because that's the other point of comparison.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

RubyPorto
RubysRhymes
#335 - 2013-02-25 02:11:20 UTC  |  Edited by: RubyPorto
Aren Madigan wrote:
Lets go with that 50% bonus... say without it you make 1 billion ISK of product a month... with it would be 1.5 billion per month. Almost 1 additional PLEX worth if you keep those materials from getting blown up... could subtract the startup cost as well, but a few good months with it surviving could overtake that cost. How hard is that to understand?


Ok, so you make 500m ISK/month extra. Want to know what that translates into?

500m/(168*4*10)= 74,404 ISK/Slot/Hr. Look at how that works out to be identical to my valuation assuming 1 character/account.

Oops. Thank you for making my point for me.


PS: You're confusing Gross with Net.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Tippia
Sunshine and Lollipops
#336 - 2013-02-25 02:14:13 UTC  |  Edited by: Tippia
Aren Madigan wrote:
Lets go with that 50% bonus... say without it you make 1 billion ISK of product a month... with it would be 1.5 billion per month.
No, with it, you'd make 1 billion ISK of product per month, as would your buddy who'd be sharing the slots with you whereas before he couldn't. Time bonuses are simply slot multipliers, and they don't change anything about the remaining problems: cost, ease of use, and logistics.

Quote:
And Tippia, at this point you're being short sighted and putting words into my mouth, try again. And if POS are horrid manufacturing platforms, then they need to be fixed.
No, I'm taking your exact words and explaining to you the consequences of what you're proposing. Providing “additional profit through less resources being used” without nerfing highsec means you've created an infinite (read: game-breaking) ISK/materials faucet — a legal duping exploit.

Oh, and yes, POSes do indeed need to be fixed. That doesn't solve the problem of null though because a POS revamp is a POS revamp and will only mean that highsec POSes are better than nullsec POSes, for pretty much the same reason highsec stations are better than nullsec stations, even if you gave them equal numbers of slots.

…and that's why we're taking POSes out of the equation for now: because they don't actually alter the balance in any way.
Aren Madigan
The Scope
Gallente Federation
#337 - 2013-02-25 02:16:36 UTC  |  Edited by: Aren Madigan
RubyPorto wrote:
Aren Madigan wrote:
Lets go with that 50% bonus... say without it you make 1 billion ISK of product a month... with it would be 1.5 billion per month. Almost 1 additional PLEX worth if you keep those materials from getting blown up... could subtract the startup cost as well, but a few good months with it surviving could overtake that cost. How hard is that to understand?


Ok, so you make 500m ISK/month extra. Want to know what that translates into?

500m/(168*4*10)= 74,404 ISK/Slot/Hr. Look at how that works out to be identical to my valuation assuming 1 character/account.

Oops. Thank you for making my point for me.


Didn't really... lets put it this way... with this theory.

10 accounts in high sec could afford about 10 additional PLEX

10 accounts in null sec could afford up to 20 additional PLEX

Equal number of accounts gets more. That's where you balance it. Not 1 account being able to get more than 10 or something stupid like that.

EDIT: Again Tippia, the "buddy" bit wouldn't in nullsec if adjusted for large corps. If the balance numbers are out of wack for null sec corp production, then it can be adjusted, which means not waiting on your "buddy". Also "resources" doesn't apply to just material. Time is a resource. Look up the word in the dictionary. And hell, they could make nullsec factory POS clearly better than high sec ones. Perhaps modules illegal to attach in high sec for one reason or another. Frankly I'm going to keep those in account because they are still part of the game, they can be adjusted, added to, fixed. And they should be all of those things.
RubyPorto
RubysRhymes
#338 - 2013-02-25 02:23:34 UTC  |  Edited by: RubyPorto
Aren Madigan wrote:
RubyPorto wrote:

Ok, so you make 500m ISK/month extra. Want to know what that translates into?

500m/(168*4*10)= 74,404 ISK/Slot/Hr. Look at how that works out to be identical to my valuation assuming 1 character/account.

Oops. Thank you for making my point for me.


Didn't really... lets put it this way... with this theory.

10 accounts in high sec could afford about 10 additional PLEX

10 accounts in null sec could afford up to 20 additional PLEX

Equal number of accounts gets more. That's where you balance it. Not 1 account being able to get more than 10 or something stupid like that.


Ok, lets try it with that. 10 accounts, so 5b in additional profit over HS:

5,000m/(168*4*100)= 74,404 ISK/Slot/Hr

Wow. Looks like multiplying fractions by 1 (aka 10/10) doesn't change their value. Thanks for reinforcing my point again.

So, now that we're well agreed that a 50% time bonus is worth about 75k ISK/hr/slot, how do you think that's going to pay for the 50+B upfront cost of dropping a station, the Sov bills, the Risk of loss by conquest, the risk of loss by gank, the risk of loss by Director (your corp or the station owner's corp) malfeasance or Drunkenness, the cost of JF transport, etc?

And it has to, because that's what we're after. Similar Economic profits from manufacturing in Null vs High (Economic Profits, not Balance Sheet Profits).

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Aren Madigan
The Scope
Gallente Federation
#339 - 2013-02-25 02:32:35 UTC  |  Edited by: Aren Madigan
RubyPorto wrote:
So, now that we're well agreed that a 50% time bonus is worth about 75k ISK/hr/slot, how do you think that's going to pay for the 50+B upfront cost of dropping a station, the Sov bills, the Risk of loss by conquest, the risk of loss by gank, the risk of loss by Director (your corp or the station owner's corp) malfeasance or Drunkenness, the cost of JF transport, etc?

And it has to, because that's what we're after. Similar Economic profits from manufacturing in Null vs High (Economic Profits, not Balance Sheet Profits).


By not losing those things, and balancing around more than 10 accounts for a station that expensive and taking into account its other bonuses. The station for example... say it was balance around 50 people...

50 x 1.5 billion = 75 B - 50 B = 25B

50 x 1 = 50 B

That'd be 1 month... lets see...

25 + 75 = 100 B

50 + 50 B = 100 B

So after the 2 month mark, you'd be making more profit than your station cost. Its called long term investment. Now you COULD add JF cost, but you could also remove it entirely if say you're producing for your corp rather than for profit, giving the corp overall more money to spend on other things. You just better hope you can defend it or not lose it to stupidity.

In fact, you could also account for sov costs the same for either method if we're assuming the same things are being made by the same people through both methods. If that is going towards sov costs anyways, its a cost regardless. Otherwise we add a bonus to the one with the sov costs as they are probably making more expensive things.
Nicolo da'Vicenza
Viziam
Amarr Empire
#340 - 2013-02-25 02:36:59 UTC
DeMichael Crimson wrote:
Tippia wrote:

But facts are still facts. Shouting "that's just a point of view" doesn't actually change the fact that they are objective facts.

Like this one:

HS industry is literally perfect. It's Cheap, Risk Free, Has Virtually Unlimited Capacity and is Convenient.

Oh really? Just exactly where is this high security Industrial heaven located?

'Virtually Unlimited Capacity'? Most high security Industry slots are filled with waiting times, up to 30 or more days before being open and available. Especially those near Market / Mission Hubs.

'Convenient'? Searching to find open slots available or at least slots with the lowest waiting time and then having to travel there takes time. Actually, the more time it takes to complete a job equates into less money you make.

'Risk Free'? Now that's a laugh, especially when you use that phrase to describe any activity being conducted in high security. Transporting a large amount of items in high sec is like painting a large 'Bulls-eye Target' on your ship, especially since the main target for suicide gankers is Industrial ships.

'Cheap' is about the only thing I could agree with. But after taking into consideration all the time, effort and extra expense spent just to do some production, it clearly is no longer 'Cheap'.
The inconvenience of your autopiloting your unescorted freighter 5-6 jumps to the nearest empty manufacturing slot to at a free, undefended station, while not deliberately overloading your freighter with valuables, is noted..