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AFK Cloaking Collection Thread

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#3921 - 2013-12-10 23:34:34 UTC
Astroniomix wrote:
Teckos Pech wrote:
Andy Landen wrote:

Point 1 is that you never make a concession on condition of a reward, because the concession will be accepted and the reward forgotten. Fact is that wormholes and incursions drive the cost of plex much harder than null, so any changes to null will have minimal impact on anything.


I'm not seeing any point here, to be quite honest, perhaps I am missing something.

The point of risk/rewards and PLEX prices seem not even tangentially related, IMO.

People PvE in null right now. A change in the risk/reward ratio will have an impact on that. Drive up risk while holding rewards constant will likely reduce the number of PvE pilots in null. Increase the rewards and that number would increase.

Conversely if you increase both the risk and the rewards "equally" the number probably won't move much. Which may not be a bad thing.


That would be my preferred approach, at least initially. Increase both at the same rate as much as possible and try to hold things constant. See what happens, then maybe play with things at the margins (if that is possible).

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#3922 - 2013-12-10 23:35:56 UTC
Lucas Kell wrote:
Astroniomix wrote:
Teckos Pech wrote:
Andy Landen wrote:

Point 1 is that you never make a concession on condition of a reward, because the concession will be accepted and the reward forgotten. Fact is that wormholes and incursions drive the cost of plex much harder than null, so any changes to null will have minimal impact on anything.


I'm not seeing any point here, to be quite honest, perhaps I am missing something.

The point of risk/rewards and PLEX prices seem not even tangentially related, IMO.

People PvE in null right now. A change in the risk/reward ratio will have an impact on that. Drive up risk while holding rewards constant will likely reduce the number of PvE pilots in null. Increase the rewards and that number would increase.

Conversely if you increase both the risk and the rewards "equally" the number probably won't move much. Which may not be a bad thing.
So you increase both risk and reward, and those of us having most of our risk being mitigated by the giant blue donut anyway get to "tra la la" in the glory of more reward while everyone else get pushed further and further away.

Doesn't sound like balance to me. Sounds kinda like the opposite of what we want to head towards.

Rather than just globally increasing risk they should be making more effort to increase effectiveness of smaller groups. Changes like the interceptor change and mobile depot, these are in the right direction. A global risk and reward increase would pretty much negate that.

But sure, if they could replace the spod with an equally sized +10% ark rock, that would be great.


If the "blue donut" is causing that effect, then people in the blue donut get not increase in rewards, but just an increase in risk then.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#3923 - 2013-12-10 23:40:24 UTC
By the way, regarding inflation, there are a number of ways of looking at it. But one of the most prevalent is a change in the price level due to a change in the money in the economy....i.e. a change to the real economy causing a change in the price level would not fit in this definition. An example of this would be if CCP put a billion isk in every players wallet.

If you consider inflation to simply be a change in the price level in general, irrespective of cause, then things like simply having more people playing the game (new subscriptions) would cause inflation in this definition.

Of course the latter can be changed by CCP itself injecting more things into the game. For example, if new subs caused there to be a shortage of veldspar, then CCP could just spawn more asteroid belts and bring the price back down.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Andy Landen
Deep Core Mining Inc.
Caldari State
#3924 - 2013-12-11 02:54:02 UTC
Quote:
Conversely if you increase both the risk and the rewards "equally" the number probably won't move much. Which may not be a bad thing.

This isn't just risk to losing the rewards, it is risk to losing the ship and pod too. So small increases in risk require large increases in reward to counterbalance. Rewards increases inflation by increasing the resource supply. So you can buy less. Risk reduces the net profit, so that you have less in the end and decreases the supply. Thus increasing risk and increasing reward even more may net zero in the resource supply change, but decrease how much you have in the end due to the risk. So it is not a wash, but instead a drain on profits with every increase.

Teckos Pech wrote:
Andy Landen wrote:

Never thought it would be difficult to see the connection of rewards to plex. Basically, it goes like this: Plex is the primary standard of the value of ISK with respect to time and real money. Many players earn ISK for Plex via Incursions, while others earn it through wormholes. ISK is the great conversion medium, like real money, between the various activities and their value in pursuing them. Sometimes people even compare activities using the term ISK/hour. Activities are chosen based on the comparison of real ISK/hour, after risks are factored in (net profit).

If rewards are increased by decreasing the availability of a resource like minerals or even ISK through increased risk, then the increased worth of the resource justifies more risk. If, however, the rewards are increased directly, then inflation kicks in. Even if risk reduces the availability of a resource, the direct reward increase will still induce inflation. Inflation means that the resource is worth less than it was worth before, on a per unit basis.

In layman's terms, you can increase the bounties directly and expect inflation to lower your purchasing power as the price of PLEX increases. Or you can try to limit the profit through increased risk. If other resource sources (like wormholes) produce enough profit, then reduction in availability of the null resource source will have minimal impact on the resource availability. Changes to null resource availability has minimal affect on the buying power of the resources and therefore does not increase the rewards.


I'm sorry, but I find the above amazingly convoluted.

I get the part of using a Plex to convert Isk to real world money, but not sure what to make of that? I, personally, don't decide in my "PvE" activity based on a real world dollar value. This isn't a job, so trying to do something like that doesn't even seem relevant. After all, if I were to do that then the actual rational metric would be my real life hourly (after tax) wage rate and only then between the choice of should I take some leisure time or work and earn the money.

Personally, I pick the PvE based on the amount of isk I make relative to the amount of time I spend doing it.
...
This is why I dislike macro economics/monetary economics, which is where you'll find most people going on about the quantity theory of money. It is a top down approach and treats things like Q as this big amorphous blob called output and that aggregation often cause a loss of important information or necessitates simplifying assumptions that can by themselves lead you astray.

So, no I don't agree that a buff to the rewards of null have to lead to more inflation.

Typically discussions of inflation in economics is where the Federal Reserve or the central bank creates more money in the system and its effect, but no real goods are created. For example, if the Fed buys government bonds that will usually be see seen as the Fed trying to inject more money into the economy. The idea here is that the act of buying the bonds puts money back into the economy. This is different in one substantial way from my example above using PI...in that example a real economic good (well, real relative to the fictional economy at any rate) is created.

Apologies for that wall of text. And the irony that I was complaining about convoluted...lol

It seems "convoluted" because it is basic economics theory, which in general is very difficult to understand. We are focusing on expansion of the money supply from the bounties increases, and basic money supply theory is hard to grasp. The mineral supply is just another form of the money supply. It is well accepted that expansion of the money supply causes inflation. Governments can try to print their way out of debt, but the result is that their money becomes worthless. Sometimes not even worth the paper it is printed on. I get the feeling you may understand (at least in part) how I am applying the expansion of the money supply to changes in bounty in Eve and the resulting effects on lowering the value of ISK as more ISK is injected into Eve in a given time period.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Nikk Narrel
Moonlit Bonsai
#3925 - 2013-12-11 04:36:20 UTC
Inflation is not caused by overabundance of currency.

Inflation is caused by a shortage, particularly of a commonly used item.

A shortage CAN be achieved in reverse, but only if a demand spike forces a relative scarcity of a product.
This could be done if a luxury item not normally purchased, suddenly had an increase in demand from a large number of people who were previously unable to afford it.
Like an auction, the increase in demand drives the price up, or inflates it, not the amount of currency in general.

If the supply and demand ratio does not shift, inflation does not occur.
Teckos Pech
Hogyoku
Goonswarm Federation
#3926 - 2013-12-11 05:11:05 UTC
Andy Landen wrote:
Teckos Pech wrote:
Quote:
Point 2 reveals that intel-based solutions solve nothing for the Cloaky Cyno Camping dilemma. Any Intel based change is an attempt to hide the threat in some way. Hidden threats activate whenever a player accepts the risk of the hidden threat. Acceptance of a hidden threat ONLY makes sense for baiting. Scanning for cloaked ships will only force the Cloaky Cyno Camper to become active, but with the ability to hide, he will most certainly be only waiting for any player to accept the risk. Unless you are baiting, you will most certainly lose to the hotdrop. Baiters may also lose, and the only point of accepting risk is the gamble that your side is larger than the other side; a game of blobbing. Unless the threat can ALWAYS be removed by cloak scanning, AFK cloaky camping will merely be replaced by active cloaky hunting in a blobbing baiting game. Is that what you want?


First off lets dispense with the blobbling issue, this is not necessarily true. That is one way to try and approach things, but it is not h the only way. Even a smaller group of ships with the right fleet composition could handle and even larger force coming through a cyno. For example, suppose 60 BS are waiting to bridge in...is that always bad if the defense fleet has say half the man power? Absolutely not. If the defense fleet is in AHACs with sufficient logi (say 6+ logistics,) and a command ship, the BS are in trouble. In fact, that cyno likely wont be lit. The zealots will be sig tanking a large portion of the damage and the logistics taking care of the rest. Basically, the bridging side would need to bring enough people to alpha the zealots/guardians. Is that doable? Sure, but how often does a fleet that big bridge in for killing PvE? And if they are using a BLOPs, they absolutely wont bridge in.

And I don't even see the dilemma....okay, so yeah they could bring an unknown number of ships and ship types. But that is part of the game. Having to deal with the unknown is nothing new. This is why FCs like to send out scouts and information is shared.

Look, if pve ops require 30 man fleets, then many issues immediately enter into the pve ops equation like: speed of anomaly completion, dps control and distribution, and division of bounties per anomaly. Also, miners have no corollary. Mining Zealots? Yeah right. 30 man pve fleets are so much work to keep going that it is simply impractical for most of the Eve Universe. Even high level incursions Mothership fleets struggle to get such numbers and teamwork, and that is where payout does not depend on the number of ships up to a point. So no, blobbing will always be an issue against pve ops; it always has been an issue.

But you are absolutely right that if the cyno blob cannot easily overpower, the cyno will not appear until the value of the targets brings enough of a blob on their side to assure a victory. Blobbing will always be an issue due to current cyno mechanics which protect the projecting blob until it is sure enough of a win to commit to the fight. The only unknown part of the equation is exactly when and how the cyno blobs will overwhelm you. This is why the cyno is the only problem of (AFK) cloaky cyno camping; no cyno, manageable threat.


Well if you can have infinite numbers so can I, right?

You mentioned a defense fleet to a potential cyno threat. If you really believe there is a 60 man gang sitting on a titan and you can't put together enough people in the right ships...then don't engage. If you can get the people, then go for it. You can ping too you know.

I have been in fleets where we have been outnumbered, but the opponent had a crap composition and we mopped the floor with them. Bridging in a fleet 2x the size of your target, but with a hodge podge of ships is likely going to end badly if your target is in a unified doctrine and knows how to use it.

If your alliance simply cannot do this...well, maybe time for a new alliance. Or, if you are a renter, check the rental agreement. Call in the PvP alliance that you rent from, if it is covered in your rental agreement.

And no you don't have to blob. Fight smart and you can go against bigger guys. Use a uniform doctrine, don't fly those ships if you can't fit them according to the doctrine. Often a fight is decided by logi, so bring plenty.

So no, it isn't always about who brings the bigger blob.

And those 60 guys...they don't always know when a target is bait or not....the uncertainty, it works both ways.


"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Andy Landen
Deep Core Mining Inc.
Caldari State
#3927 - 2013-12-11 05:48:13 UTC  |  Edited by: Andy Landen
Nikk Narrel wrote:
Inflation is not caused by overabundance of currency.

Inflation is caused by a shortage, particularly of a commonly used item.

A shortage CAN be achieved in reverse, but only if a demand spike forces a relative scarcity of a product.
This could be done if a luxury item not normally purchased, suddenly had an increase in demand from a large number of people who were previously unable to afford it.
Like an auction, the increase in demand drives the price up, or inflates it, not the amount of currency in general.

If the supply and demand ratio does not shift, inflation does not occur.

"the consensus view is that a long sustained period of inflation is caused by money supply growing faster than the rate of economic growth." Mankiw 2002, pp. 81–107 and Abel & Bernanke 2005, pp. 266–269

While many factors can inflate prices, the term inflation refers to the general, and long-term buying power of money. Growing the money supply is achieved in Eve by the Central Bank (Concord) paying out bounties from killing pirates and by putting asteroids (ISK in a different form) into belts for the taking (mining). The higher the "rewards" (i.e. bounties) the faster ISK is infused (money supply grows faster) into the Eve Economy and the greater the rate of inflation.

If economic principles as these are difficult, rest assured that you are not alone. But also accept that proposals to increase the rewards amount to growing the money supply faster and will most certainly affect the Eve Economy and the purchasing power of ISK through inflation. CCP has directly expressed concern about the low of ISK causing inflation regarding Incursions, wormholes, and other activities.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Teckos Pech
Hogyoku
Goonswarm Federation
#3928 - 2013-12-11 05:51:32 UTC
Andy Landen wrote:


It seems "convoluted" because it is basic economics theory, which in general is very difficult to understand. We are focusing on expansion of the money supply from the bounties increases, and basic money supply theory is hard to grasp. The mineral supply is just another form of the money supply. It is well accepted that expansion of the money supply causes inflation. Governments can try to print their way out of debt, but the result is that their money becomes worthless. Sometimes not even worth the paper it is printed on. I get the feeling you may understand (at least in part) how I am applying the expansion of the money supply to changes in bounty in Eve and the resulting effects on lowering the value of ISK as more ISK is injected into Eve in a given time period.


While the above is, largely true (i.e. government's can't print their way out of debt, well okay they can but it comes with some pretty bad down sides such as a currency crisis and potentially hyperinflation) that is not quite what I was talking about. The kind of money change your are talking about is a sudden increase in the money supply, not necessarily a buff to null sec rewards. "Printing" more money is not like buffing PI in null, or asteroid composition, or null ice belts. Buffing those could put more money in a player's pocket and influence the over all price level, but it also puts real goods into the game (and by real goods, I mean goods that have a use in game, not something like financial instruments like stocks or bonds or derivatives).

Dropping a billion isk in every player's wallet right now would likely be bad as it would pretty much just push up prices and probably not even increase output. After all, if all prices go up by 5% there is no profit opportunity there (think of it this way, the item your are selling had its price go up by 5%, but your costs also went up by 5%, so profits are unchanged). That is more in line with the "printing your way out of debt."

Buffing null sec by simply buffing rat bounties would likely be bad as well because it would more like dropping isk in player's wallets. Changing what kind of loot drops or how it refines in null on the other hand, while it could put isk in a player's wallet it would also put more "goods" into the Eve economy too.

Basically, buffing null sec rewards, so long as it puts real goods into the Eve economy need not be inflationary. Dropping isk into the wallets of Eve players or simply changing null sec rat bounties would almost surely be only inflationary.

This brings us back to Vas' comment about more people in null. If null is buffed in the "right way" (and to be clear I'm not saying I know what the right way is, I'll leave that to CCP who has far, far more data than I do) then that could entice people into null.

And before anyone goes off half-cocked about hyper-inflation I don't even think it is possible in the Eve economy without CCP Devs going insane and dropping something like a trillion isk in every player's wallet. Hyper-inflation is more along the lines of what happens when people lose faith in their nations currency--i.e. a currency crisis. Every country right now relies on what is called fiat money. Every currency has purchasing power because every citizens/consumer in that country believes it has that purchasing power. Undermine that belief...and there you go, hyperinflation.

Also, Isk/hour is a limited metric.

Instead you'd want use what economic theory would call a utility function. The utility function basically represents the individual's welfare, or in this case fun. That was my A vs. B scenario. If you have 20 hours of game time a month the total take from B is 1.6 billion. Isk/hour wise it "wins". But if B is something like ratting and the person actually enjoys ratting then B might win over A even though on an isk/hour metric A is the clear winner.. Or to put it diferrently:

For Teckos:

A p B, that is Teckos prefers A to B.

For Andy it could be:

B p A, that is And prefers B to A.

Both of there are totally valid. Even though Andy is choosing to do something that pays less isk/hour if he is having fun and getting the isk he needs...then that's all that matters.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#3929 - 2013-12-11 05:55:51 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Nikk Narrel wrote:
Inflation is not caused by overabundance of currency.

Inflation is caused by a shortage, particularly of a commonly used item.

A shortage CAN be achieved in reverse, but only if a demand spike forces a relative scarcity of a product.
This could be done if a luxury item not normally purchased, suddenly had an increase in demand from a large number of people who were previously unable to afford it.
Like an auction, the increase in demand drives the price up, or inflates it, not the amount of currency in general.

If the supply and demand ratio does not shift, inflation does not occur.

"the consensus view is that a long sustained period of inflation is caused by money supply growing faster than the rate of economic growth." Mankiw 2002, pp. 81–107 and Abel & Bernanke 2005, pp. 266–269


Excellent you quote Mankiw and Abel and Bernanke....but look at what that really says!

What it says is that the amount of money in the economy grows faster than the amount of real goods going into the economy.

Translating that into Eve:

If the amount of Isk in the Eve economy is growing faster than the real goods in the Eve economy, then inflation.

Note my response above: if you buff null rewards so that you are adding to the real goods in the Eve economy and the Isk in the economy you need not have inflation.

Thank you for that quote, Andy.

Edit:

Lets use the Quantity Theory of Money Identity:

M*V = P*Q

(M = Money, or Isk, V = velocity, P = the general Price level, and Q = the real value of the goods in the New Eden economy.)

Suppose the buffs to null result in the following:

(1.05*M)*V = P*(1.05*Q)

Note that P in this case is unchanged--i.e. no inflation.

Now, if we were to increase everybody's wallet balance by 1.05 or

(1.05*M)*V = P*Q.

Something would have to change on the right hand side of the equality to restore equality...and the general consensus is that prices would rise since prices can be changed quicker than output, or

(1.05*M)*V = (1.05*P)*Q.

Note in this case there is no increase in output--i.e. the goods in the Eve economy.

Edit 2: Changed a sentence above to be more accurate regarding inflation.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Andy Landen
Deep Core Mining Inc.
Caldari State
#3930 - 2013-12-11 06:05:34 UTC
Teckos Pech wrote:

Well if you can have infinite numbers so can I, right?

You mentioned a defense fleet to a potential cyno threat. If you really believe there is a 60 man gang sitting on a titan and you can't put together enough people in the right ships...then don't engage. If you can get the people, then go for it. You can ping too you know.

I have been in fleets where we have been outnumbered, but the opponent had a crap composition and we mopped the floor with them. Bridging in a fleet 2x the size of your target, but with a hodge podge of ships is likely going to end badly if your target is in a unified doctrine and knows how to use it.

If your alliance simply cannot do this...well, maybe time for a new alliance. Or, if you are a renter, check the rental agreement. Call in the PvP alliance that you rent from, if it is covered in your rental agreement.

And no you don't have to blob. Fight smart and you can go against bigger guys. Use a uniform doctrine, don't fly those ships if you can't fit them according to the doctrine. Often a fight is decided by logi, so bring plenty.

So no, it isn't always about who brings the bigger blob.

And those 60 guys...they don't always know when a target is bait or not....the uncertainty, it works both ways.


We are not talking infinite numbers. We are talking significantly more numbers being cyno'd in than you have on grid. A crap FC will not know what he needs to take you out, but most people out in null understand enough of the basics to ensure that they are bringing enough to win easy. I have seen it happen to others time and again; quite common.

Introduce a mechanic that allows the defense fleet to look through the unlit cyno to see what will come through, and then people will know the composition of the opponent and will know what they need to bring and if they should engage. Otherwise, the defense is reacting in real-time to the ships visible on grid and sacrificing everyone that was caught the moment they realize that they were not prepared for the attacker who had the luxury to know exactly what to prepare for easy victory. If the defense can get a fleet together to win against the aggressor thanks to meta-game intel, then we are looking at is NOT PVE, but BAITING, pure and simple. Is your desire to force an end to PVE so that baiting can take over as the only natural response to the possibility of a cloaked cyno ship?

So the attacker blobs to win; not infinite, just enough to easily and quickly win. Additionally, even if you have a good defense fleet, it is only relevant if they can't get in fast enough to save their friend or point any of the attackers. Blobs insta-pop their targets so that they can engage in quick evasion of any defensive fleet responses. What mechanics would enable the defensive fleet to land right on top of the attackers instantly? My idea of enabling broadcast of the hostile cyno for the defense fleet to use accomplishes exactly that objective.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Teckos Pech
Hogyoku
Goonswarm Federation
#3931 - 2013-12-11 06:06:41 UTC
Andy Landen wrote:
Teckos Pech wrote:

Well if you can have infinite numbers so can I, right?

You mentioned a defense fleet to a potential cyno threat. If you really believe there is a 60 man gang sitting on a titan and you can't put together enough people in the right ships...then don't engage. If you can get the people, then go for it. You can ping too you know.

I have been in fleets where we have been outnumbered, but the opponent had a crap composition and we mopped the floor with them. Bridging in a fleet 2x the size of your target, but with a hodge podge of ships is likely going to end badly if your target is in a unified doctrine and knows how to use it.

If your alliance simply cannot do this...well, maybe time for a new alliance. Or, if you are a renter, check the rental agreement. Call in the PvP alliance that you rent from, if it is covered in your rental agreement.

And no you don't have to blob. Fight smart and you can go against bigger guys. Use a uniform doctrine, don't fly those ships if you can't fit them according to the doctrine. Often a fight is decided by logi, so bring plenty.

So no, it isn't always about who brings the bigger blob.

And those 60 guys...they don't always know when a target is bait or not....the uncertainty, it works both ways.


We are not talking infinite numbers. We are talking significantly more numbers being cyno'd in than you have on grid. A crap FC will not know what he needs to take you out, but most people out in null understand enough of the basics to ensure that they are bringing enough to win easy. I have seen it happen to others time and again; quite common.

Introduce a mechanic that allows the defense fleet to look through the unlit cyno to see what will come through, and then people will know the composition of the opponent and will know what they need to bring and if they should engage. Otherwise, the defense is reacting in real-time to the ships visible on grid and sacrificing everyone that was caught the moment they realize that they were not prepared for the attacker who had the luxury to know exactly what to prepare for easy victory. If the defense can get a fleet together to win against the aggressor thanks to meta-game intel, then we are looking at is NOT PVE, but BAITING, pure and simple. Is your desire to force an end to PVE so that baiting can take over as the only natural response to the possibility of a cloaked cyno ship?

So the attacker blobs to win; not infinite, just enough to easily and quickly win. Additionally, even if you have a good defense fleet, it is only relevant if they can't get in fast enough to save their friend or point any of the attackers. Blobs insta-pop their targets so that they can engage in quick evasion of any defensive fleet responses. What mechanics would enable the defensive fleet to land right on top of the attackers instantly? My idea of enabling broadcast of the hostile cyno for the defense fleet to use accomplishes exactly that objective.


Whoops, I mean to include a smiley after that infinite number comment, it was intended to be a joke, my bad.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#3932 - 2013-12-11 06:12:23 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Teckos Pech wrote:

Well if you can have infinite numbers so can I, right?

You mentioned a defense fleet to a potential cyno threat. If you really believe there is a 60 man gang sitting on a titan and you can't put together enough people in the right ships...then don't engage. If you can get the people, then go for it. You can ping too you know.

I have been in fleets where we have been outnumbered, but the opponent had a crap composition and we mopped the floor with them. Bridging in a fleet 2x the size of your target, but with a hodge podge of ships is likely going to end badly if your target is in a unified doctrine and knows how to use it.

If your alliance simply cannot do this...well, maybe time for a new alliance. Or, if you are a renter, check the rental agreement. Call in the PvP alliance that you rent from, if it is covered in your rental agreement.

And no you don't have to blob. Fight smart and you can go against bigger guys. Use a uniform doctrine, don't fly those ships if you can't fit them according to the doctrine. Often a fight is decided by logi, so bring plenty.

So no, it isn't always about who brings the bigger blob.

And those 60 guys...they don't always know when a target is bait or not....the uncertainty, it works both ways.


We are not talking infinite numbers. We are talking significantly more numbers being cyno'd in than you have on grid. A crap FC will not know what he needs to take you out, but most people out in null understand enough of the basics to ensure that they are bringing enough to win easy. I have seen it happen to others time and again; quite common.

Introduce a mechanic that allows the defense fleet to look through the unlit cyno to see what will come through, and then people will know the composition of the opponent and will know what they need to bring and if they should engage. Otherwise, the defense is reacting in real-time to the ships visible on grid and sacrificing everyone that was caught the moment they realize that they were not prepared for the attacker who had the luxury to know exactly what to prepare for easy victory. If the defense can get a fleet together to win against the aggressor thanks to meta-game intel, then we are looking at is NOT PVE, but BAITING, pure and simple. Is your desire to force an end to PVE so that baiting can take over as the only natural response to the possibility of a cloaked cyno ship?

So the attacker blobs to win; not infinite, just enough to easily and quickly win. Additionally, even if you have a good defense fleet, it is only relevant if they can't get in fast enough to save their friend or point any of the attackers. Blobs insta-pop their targets so that they can engage in quick evasion of any defensive fleet responses. What mechanics would enable the defensive fleet to land right on top of the attackers instantly? My idea of enabling broadcast of the hostile cyno for the defense fleet to use accomplishes exactly that objective.


Okay, let me put it this way.

PvE absolutely needs to remain a risky proposition.

If this were not the case, then PvE (I'm referring mainly ratting here) would result in that inflation you were worried about in couple of posts back upstream.

Monetary policy in the game, as in real life, has a number of policy instruments. One of them is the cyno. Remove the cyno and to keep the inflation in check CCP might nerf the **** out of rat bounties.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Andy Landen
Deep Core Mining Inc.
Caldari State
#3933 - 2013-12-11 06:47:56 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:

Excellent you quote Mankiw and Abel and Bernanke....but look at what that really says!

What it says is that the amount of money in the economy grows faster than the amount of real goods going into the economy.

Translating that into Eve:

If the amount of Isk in the Eve economy is growing faster than the real goods in the Eve economy, then inflation.

Note my response above: if you buff null rewards so that you are adding to the real goods in the Eve economy and the Isk in the economy you need not have inflation.

Thank you for that quote, Andy.

I am glad that you agree that increasing bounties has an inflationary effect and is not useful. Also, it is interesting to see you confidence in CCP when the price of PLEX has increased well above the standard accepted inflationary rate for healthy economies of between 1 and 3 percent yearly. My data on PLEX prices reveal 8% inflation in 2010, 23% in 2011, 30% in 2012, and 11% so far in 2013. I look at PLEX because it is connected to real and stable external currency.

Currently, gold is the accepted foundation for the world's currency. Indeed, each country has their own reserve of gold for the purpose of maintaining the public trust in their monies. The value of gold has remained quite solid throughout history because its supply is not only small, but also because it cannot be created; not in a cost-efficient manner anyway. Just as we cannot control the value of Gold, neither can CCP control the value of RL monies, so the PLEX performs a similar role in game as gold does in the real world. The PLEX shows the real value of ISK and its real inflation.

Concerning your theory that increasing rewards through increasing generated goods has no inflationary effect, I would agree, except when it comes to the PLEX which is based on real money which CCP cannot control. They can create goods through roids, unlike the real world, but in the end, if everyone is a billionaire, the price of PLEX will go through the roof as people get ISK more easily, whether through bounties or through mining, etc.

So if you are not suggesting increasing rewards in bounty payments, how will PVE ratters see any increased rewards? If increased mineral yields also have inflationary effects on PLEX, then how will miners see meaningful increases in rewards. Personally, I think that the rewards for mining, for ratting, for missioning, for incursions, and for wormholes are all so unbalanced with each other as to render a very complicated system of wealth redistribution and high inflation as noted above.

Added: The following is not at all true,
Quote:
Remove the cyno and to keep the inflation in check CCP might nerf the **** out of rat bounties.

PLEX inflation is mostly governed by the ISK introduced through incursions and wormholes. Note the increased inflation and the years above. People can have an unlimited number of ships and they will still want more as regular operations and pvp demands supplies and replacements. Plus, I am not suggesting that the cyno be removed, just limited somewhat in various ways.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Lucas Kell
Solitude Trading
S.N.O.T.
#3934 - 2013-12-11 07:00:36 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Astroniomix wrote:
Teckos Pech wrote:
Andy Landen wrote:

Point 1 is that you never make a concession on condition of a reward, because the concession will be accepted and the reward forgotten. Fact is that wormholes and incursions drive the cost of plex much harder than null, so any changes to null will have minimal impact on anything.


I'm not seeing any point here, to be quite honest, perhaps I am missing something.

The point of risk/rewards and PLEX prices seem not even tangentially related, IMO.

People PvE in null right now. A change in the risk/reward ratio will have an impact on that. Drive up risk while holding rewards constant will likely reduce the number of PvE pilots in null. Increase the rewards and that number would increase.

Conversely if you increase both the risk and the rewards "equally" the number probably won't move much. Which may not be a bad thing.
So you increase both risk and reward, and those of us having most of our risk being mitigated by the giant blue donut anyway get to "tra la la" in the glory of more reward while everyone else get pushed further and further away.

Doesn't sound like balance to me. Sounds kinda like the opposite of what we want to head towards.

Rather than just globally increasing risk they should be making more effort to increase effectiveness of smaller groups. Changes like the interceptor change and mobile depot, these are in the right direction. A global risk and reward increase would pretty much negate that.

But sure, if they could replace the spod with an equally sized +10% ark rock, that would be great.


If the "blue donut" is causing that effect, then people in the blue donut get not increase in rewards, but just an increase in risk then.
Best of luck targeting rewards in such as way that they can't just be grabbed by anyone.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

TheGunslinger42
All Web Investigations
#3935 - 2013-12-11 10:42:00 UTC  |  Edited by: TheGunslinger42
On the subject of cynos (something that I find easier to think about than the massive complexity of the economy, inflation, etc), ideally I wouldn't want their current abilities to be limited or reduced in any way, but rather, when it comes to pvp, I'd like to see other methods and opportunities appear (via changes to cloaks, local, etc) that are more effective - or more fun - than hotdropping. I don't think cynos as they are have any big problems with them, people have just figured out how to effectively use them for certain goals. If you could achieve those goals as effectively in other, more desirable ways then we wouldn't see as much hot dropping.

I realise I'm not suggesting any changes or new/improved ways to achieve this, but I'd hope CCP are thinking more along the lines of "lets balance x, y and z properly" and not just "well z is used a lot, better nerf it" as that doesn't address why x and y were left wanting to begin with.
Nikk Narrel
Moonlit Bonsai
#3936 - 2013-12-11 14:50:04 UTC
TheGunslinger42 wrote:
On the subject of cynos (something that I find easier to think about than the massive complexity of the economy, inflation, etc), ideally I wouldn't want their current abilities to be limited or reduced in any way, but rather, when it comes to pvp, I'd like to see other methods and opportunities appear (via changes to cloaks, local, etc) that are more effective - or more fun - than hotdropping. I don't think cynos as they are have any big problems with them, people have just figured out how to effectively use them for certain goals. If you could achieve those goals as effectively in other, more desirable ways then we wouldn't see as much hot dropping.

I realise I'm not suggesting any changes or new/improved ways to achieve this, but I'd hope CCP are thinking more along the lines of "lets balance x, y and z properly" and not just "well z is used a lot, better nerf it" as that doesn't address why x and y were left wanting to begin with.

THIS

That is why I am hopeful regarding the new changes with interceptors.

If this creates an outlet for interaction in the PvE areas, previously forced into cloaked ships limited usefulness, then those actually seeking PvP have new options, and counters against them.

Those preferring psyche warfare still have their options too, but with fewer by the same amount of those who switch to the new options.
Lucas Kell
Solitude Trading
S.N.O.T.
#3937 - 2013-12-11 17:47:56 UTC
Nikk Narrel wrote:
TheGunslinger42 wrote:
On the subject of cynos (something that I find easier to think about than the massive complexity of the economy, inflation, etc), ideally I wouldn't want their current abilities to be limited or reduced in any way, but rather, when it comes to pvp, I'd like to see other methods and opportunities appear (via changes to cloaks, local, etc) that are more effective - or more fun - than hotdropping. I don't think cynos as they are have any big problems with them, people have just figured out how to effectively use them for certain goals. If you could achieve those goals as effectively in other, more desirable ways then we wouldn't see as much hot dropping.

I realise I'm not suggesting any changes or new/improved ways to achieve this, but I'd hope CCP are thinking more along the lines of "lets balance x, y and z properly" and not just "well z is used a lot, better nerf it" as that doesn't address why x and y were left wanting to begin with.

THIS

That is why I am hopeful regarding the new changes with interceptors.

If this creates an outlet for interaction in the PvE areas, previously forced into cloaked ships limited usefulness, then those actually seeking PvP have new options, and counters against them.

Those preferring psyche warfare still have their options too, but with fewer by the same amount of those who switch to the new options.
In part I agree with TheGunslinger42 too, that other methods need to be produced. However, the PVP that would be supported by making local harder to use would not be proper PvP, it would be ganking. Introducing better and easier methods of ganking is not a way to improve the game as a whole. It's just a way to push anyone out that would rather avoid combat.

Now I know that you want to jump up and down screaming "**** the carebears", but them not wanting to combat doesn't mean they never engage in combat. I have 4 "main" characters in null (other support characters and accounts I'm not including for simplicity). Of those, 2 are generally used for PVP, the other 2 for PVE (if I ever do any, which lately is a huge "No"). However, if ganking became easier and forced me to move all PVE activity out of null, I'd also be moving one of my combat pilots, as his primary goal is the defense of the PVE area. But if PVE were pushed out, all I'd really need to do is supply PVP equipment for my main PVP guy from high sec.

But then I'd be wonder... why am I even out here doing PVP? What is the purpose of holding this space? It'd basically boil the PVP down to a giant "king of the hill".

I'd much prefer CCP work on more "better" mechanics, such as the interceptor changes, the warp changes, the mobile structures, etc, than work on a feature change that essentially tries to force PVP and hopes that people stick it out.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#3938 - 2013-12-11 18:11:24 UTC
Lucas Kell wrote:
But then I'd be wonder... why am I even out here doing PVP? What is the purpose of holding this space? It'd basically boil the PVP down to a giant "king of the hill".

I'd much prefer CCP work on more "better" mechanics, such as the interceptor changes, the warp changes, the mobile structures, etc, than work on a feature change that essentially tries to force PVP and hopes that people stick it out.

That's a circular argument.

It always feeds back onto itself, since the purpose of PvE in your explanation is merely to supply PvP.
The difference of where the PvE occurs, becomes meaningless because you can ask the same question from null as well.

What is the purpose of holding this space? I'm making ISK so I can turn around and defend the space just so I can make more ISK so I can defend the space....

If you aren't enjoying the game when you are making the ISK, then you are only playing when you PvP. The rest of the time, you are paying to work at a job, so you can support the game. And this, coming after you PLEX'd or paid your monthly subscription.

You might be amused by my bio, come to think of it.... click on it and have a laugh.
Andy Landen
Deep Core Mining Inc.
Caldari State
#3939 - 2013-12-11 19:11:44 UTC  |  Edited by: Andy Landen
Nikk Narrel wrote:
TheGunslinger42 wrote:
On the subject of cynos (something that I find easier to think about than the massive complexity of the economy, inflation, etc), ideally I wouldn't want their current abilities to be limited or reduced in any way, but rather, when it comes to pvp, I'd like to see other methods and opportunities appear (via changes to cloaks, local, etc) that are more effective - or more fun - than hotdropping. I don't think cynos as they are have any big problems with them, people have just figured out how to effectively use them for certain goals. If you could achieve those goals as effectively in other, more desirable ways then we wouldn't see as much hot dropping.

I realise I'm not suggesting any changes or new/improved ways to achieve this, but I'd hope CCP are thinking more along the lines of "lets balance x, y and z properly" and not just "well z is used a lot, better nerf it" as that doesn't address why x and y were left wanting to begin with.

THIS

That is why I am hopeful regarding the new changes with interceptors.

If this creates an outlet for interaction in the PvE areas, previously forced into cloaked ships limited usefulness, then those actually seeking PvP have new options, and counters against them.

Those preferring psyche warfare still have their options too, but with fewer by the same amount of those who switch to the new options.

Interesting how Gunslinger says, talking about cynos, I'd rather talk about local and cloaks. Then he continues to say, I'd rather people choose activities other than hotdropping but I don't think hotdropping is a big deal. The whole point of these hundred pages in this thread is that AFK cloaking is a big deal. And since it has already been shown that without the cyno, solo AFK cloaking is a manageable threat, then it is the cyno which is the big deal; specifically the cloaked cyno.

The only way you can make ganking PVE ships more effective using any method is by blinding them to the threat, hence the fixation on "local." Even the faster warping interceptors can be spotted many systems out, so the cyno must be defended by all those who want to increase the risk to PVE ships by introducing more effective ganking options. My focus on the cyno as the only method of addressing the real issue with AFK cloaky cyno ships is in direct opposition to the desires of those who seek to blind pve ships and make them more easily ganked. Mark my words, regardless of any attempt to balance the blinding of pve to the threats, the net effect will be to force pve out of null and to force the importation of all goods from high/low sec into null; your freighter and jump freighter pilots should thank you for your efforts to force more work on them.

If you want more fights in null, increase sov benefits and create semi-sovereignty for npc null. Think about pvp in terms of the pvp ships engaging other pvp ships and stop fixating on pve. Strengthen sovereignty and defense fleets with gate defenses, easy use of hostile cynos, and denial of intel to hostiles. When the defensive targets stand on strong ground, they tend to engage the aggressor and infrequent blobbing ganks of pve ships turns into frequent battles of pvp ships and lots of good fights and lols. This approach creates more content, more fun, and more activity.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Lucas Kell
Solitude Trading
S.N.O.T.
#3940 - 2013-12-11 19:45:05 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
But then I'd be wonder... why am I even out here doing PVP? What is the purpose of holding this space? It'd basically boil the PVP down to a giant "king of the hill".

I'd much prefer CCP work on more "better" mechanics, such as the interceptor changes, the warp changes, the mobile structures, etc, than work on a feature change that essentially tries to force PVP and hopes that people stick it out.

That's a circular argument.

It always feeds back onto itself, since the purpose of PvE in your explanation is merely to supply PvP.
The difference of where the PvE occurs, becomes meaningless because you can ask the same question from null as well.

What is the purpose of holding this space? I'm making ISK so I can turn around and defend the space just so I can make more ISK so I can defend the space....

If you aren't enjoying the game when you are making the ISK, then you are only playing when you PvP. The rest of the time, you are paying to work at a job, so you can support the game. And this, coming after you PLEX'd or paid your monthly subscription.

You might be amused by my bio, come to think of it.... click on it and have a laugh.

But it is circular. I PVE to supply the PVP that supplies the area to do the PVE. I enjoy all sides of it. Force out the PVE, and the PVP becomes pointless, I may as well just PVP in low and save the hauling from high to null. It pretty much has to feed itself otherwise you would reach an end, and that would be that. im lucky that I can see that cycle across just myself, but consider it from a grander scale. Push out PVE and you push out renters. Push out renters and you push out the primary source of null income, so null activity drops.

You realise people don't generally play this game as a career right? It's not like we're going to show our killboard stats on our CV or something. People do what they find fun, for me, that's all sides, as I like to mix it up. for some it's PVE. For some it's PVP. What you want to do is force the PVE group to have to do PVP, and you somehow think the game will be better that way. And it will, for you. It won't be for the other half of the players though, and that other half is what makes it possible for you to PVP. Some basic functions simply couldn't happen without PVE. You bridge out to a location for a fight. PVE players built that titan you're being bridged from.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.