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AFK Cloaking Collection Thread

First post First post
Author
Nikk Narrel
Moonlit Bonsai
#3941 - 2013-12-11 20:02:58 UTC
Lucas Kell wrote:
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.

Yeah, I see what you are saying, but I think you might be missing my point.

I want to PvE in null, not a theme park with the sounds of fighting in the background, or chat channels describing events in a distant game only "PvP" players can participate in.

If you want risk free PvE, null should not even be on your list of destinations.
You should be sticking to fits noone wants to gank in high sec, so by the time anyone would try to shoot you, they always lose more on the exchange than you do, and they never make a profit.
(Masochists do exist, but they tend to be short lived by nature)

My game is the PvE, not to support PvP where the real fun is, but PvE is the real fun in itself.
The brilliant trade off for this? There are more than enough types in most alliances overjoyed by the idea that players like me exist, because that means they can stick to pure PvP instead.

But the grinders want to come out of high sec, and hang out in the cool part of town. And they don't want to play while they PvE, because to them this is not the real game, it's a necessary sacrifice so they can jump back into the real game of PvP later.

And they want to tell me how to play.
Heck, many seem to not believe that PvE can be a fun way to play the game, since to them it is a grind.
So they want to make the PvE side fit their expectations in null, not just in high sec where the risk is meant to be more manageable.
(I said manageable, not safe, I fully appreciate the difference.)

For example, with things like hulkageddon, Goons love making high sec seem unsafe, because they want null to feel safe by comparison... makes people more willing to be renters when their part of town looks better.

So no, shifting the balance towards being more predictable and manageable risk, like high sec, is not improving the game. It is making the game a monotone of experience to PvE in.
Andy Landen
Deep Core Mining Inc.
Caldari State
#3942 - 2013-12-11 20:50:48 UTC
Lucas Kell wrote:

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.

Nice! Well said, lol. I think that for the unemployed, the perspective may be that Eve is a career. Love the part about putting the killboard on our CV! OMG, busting my sides here! ha3!

The focus on forcing pve to do pvp is merely from the greedy and lazy point of view that pve ships give valuable drops, high ISK on the kb, are easy and fast to kill, AND (if that all wasn't enough) present little threat in return against the attacker. Then there is the expectation that the pve ship should really just be a pvp ship in a big pvp fleet clearing anoms, except that pvp players don't enjoy shooting red crosses. If you are going to force pve players to play like pvp players and to like pvp, too, then if you are successful, they are going to get hooked on the adrenaline surge of pvp and then forsake pve. Is that what you want? (Would be nice if someone ever answered my questions about if "that" was what they want..)

"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.
#3943 - 2013-12-11 21:01:10 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
Lucas Kell wrote:
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.

Yeah, I see what you are saying, but I think you might be missing my point.

I want to PvE in null, not a theme park with the sounds of fighting in the background, or chat channels describing events in a distant game only "PvP" players can participate in.

If you want risk free PvE, null should not even be on your list of destinations.
You should be sticking to fits noone wants to gank in high sec, so by the time anyone would try to shoot you, they always lose more on the exchange than you do, and they never make a profit.
(Masochists do exist, but they tend to be short lived by nature)

My game is the PvE, not to support PvP where the real fun is, but PvE is the real fun in itself.
The brilliant trade off for this? There are more than enough types in most alliances overjoyed by the idea that players like me exist, because that means they can stick to pure PvP instead.

But the grinders want to come out of high sec, and hang out in the cool part of town. And they don't want to play while they PvE, because to them this is not the real game, it's a necessary sacrifice so they can jump back into the real game of PvP later.

And they want to tell me how to play.
Heck, many seem to not believe that PvE can be a fun way to play the game, since to them it is a grind.
So they want to make the PvE side fit their expectations in null, not just in high sec where the risk is meant to be more manageable.
(I said manageable, not safe, I fully appreciate the difference.)

For example, with things like hulkageddon, Goons love making high sec seem unsafe, because they want null to feel safe by comparison... makes people more willing to be renters when their part of town looks better.

So no, shifting the balance towards being more predictable and manageable risk, like high sec, is not improving the game. It is making the game a monotone of experience to PvE in.
Good thing I don't want risk free PVE then isn't it? I wan't the reasonable level of risk we have right now, not super levels of risk because cloakers can jump out with surprise buttsex at any moment. Null is in no way safe for PVE right now. You can make yourself as close to safe as possible by paying attention 100% of the time and preparing in advance, but that does not make it "Risk Free". it just means we've learned to manage the risks. so to achieve what you would call "not risk free" it would have to be the case that you can never obtain a reasonable level of safety, no mater how hard you prepare.

By the way, even if they replaced local with an effort based system, if I could still achieve the same level of safety I achieve now, would you still complain? I'd be spending the exact same amount of time staring at my screen, I'd just have some button to click or some module running. But would you consider that fine, because it's not "automatic"? And if so, Why? It's pretty much a semantic difference.

I really don't see how making the game so that PVE players are forced into PVP whenever the PVP player wants it is more fun tbh, not by any means. More interesting and challenging PVE, sure. More risks, sure. Giftwrapping PVE players and handing them to a bunch of gankers? No thanks.
And CCP know this. Which is why I think you're going to be massively disappointed when they do announce anything, because they are not going to smash the ever living hell out of their cash cow.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Andy Landen
Deep Core Mining Inc.
Caldari State
#3944 - 2013-12-11 21:53:40 UTC  |  Edited by: Andy Landen
Lucas Kell wrote:
Nikk Narrel wrote:
...
I want to PvE in null, not a theme park with the sounds of fighting in the background, or chat channels describing events in a distant game only "PvP" players can participate in....


Good think I don't want risk free PVE then isn't it? I wan't the reasonable level of risk we have right now, not super levels of risk because cloakers can jump out with surprise buttsex at any moment. Null is in no way safe for PVE right now. You can make yourself as close to safe as possible by paying attention 100% of the time and preparing in advance, but that does not make it "Risk Free". it just means we've learned to manage the risks. so to achieve what you would call "not risk free" it would have to be the case that you can never obtain a reasonable level of safety, no mater how hard you prepare.
...
I really don't see how making the game so that PVE players are forced into PVP whenever the PVP player wants it is more fun tbh, not by any means. More interesting and challenging PVE, sure. More risks, sure. Giftwrapping PVE players and handing them to a bunch of gankers? No thanks.
...

Lucas, they may not realize it, but what they want is a system which easily kills all players who engage in pve with pve fits. The only ones they want to survive are the ones that use pvp fitted cruisers in large fleets with logistics always ready for the hotdrop. They don't realize that there already is a system which promotes this called incursions.

Hey "local" guys! Go join incursions fleets. Incursions may not trick you to think that you are ready to handle pvp in null, despite the strong fleet tanks, but you will be able to defend yourself against a pvp hotdrop as long as you fly and fit cheap enough. Or you could pretend that you are doing incursions out in null with your friends. I have absolutely no idea how your mining fleets could implement an incursions-based approach; you do like your mining, right?

Admit it, "local" guys: You are trying to promote the incursions style pve on nullsec on pain of cyno ganking.

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

Vas Eldryn
#3945 - 2013-12-12 05:16:39 UTC  |  Edited by: Vas Eldryn
Nikk Narrel wrote:
Lucas Kell wrote:
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.

Yeah, I see what you are saying, but I think you might be missing my point.

I want to PvE in null, not a theme park with the sounds of fighting in the background, or chat channels describing events in a distant game only "PvP" players can participate in.

If you want risk free PvE, null should not even be on your list of destinations.
You should be sticking to fits noone wants to gank in high sec, so by the time anyone would try to shoot you, they always lose more on the exchange than you do, and they never make a profit.
(Masochists do exist, but they tend to be short lived by nature)

My game is the PvE, not to support PvP where the real fun is, but PvE is the real fun in itself.
The brilliant trade off for this? There are more than enough types in most alliances overjoyed by the idea that players like me exist, because that means they can stick to pure PvP instead.

But the grinders want to come out of high sec, and hang out in the cool part of town. And they don't want to play while they PvE, because to them this is not the real game, it's a necessary sacrifice so they can jump back into the real game of PvP later.

And they want to tell me how to play.
Heck, many seem to not believe that PvE can be a fun way to play the game, since to them it is a grind.
So they want to make the PvE side fit their expectations in null, not just in high sec where the risk is meant to be more manageable.
(I said manageable, not safe, I fully appreciate the difference.)

For example, with things like hulkageddon, Goons love making high sec seem unsafe, because they want null to feel safe by comparison... makes people more willing to be renters when their part of town looks better.

So no, shifting the balance towards being more predictable and manageable risk, like high sec, is not improving the game. It is making the game a monotone of experience to PvE in.


Sorry nikk after reading your post 5 times... I'm lost... I cant really understand what your saying or who wanted risk free PVE? or why you think PVE players coming from high to null is a bad thing (I personally think this should be encouraged)...

I'm really lost, am I a bad person because I don't enjoy PVE, and use it purely to support my alliance, my corp and my wallet? when I lose a ship in PVP another one doesn't just magically reappear... you have to do some PVE and replace it, when my POS is running low on fuel.. you have to PVE to replace it or spend ISK that you have to PVE for!

I wear both hats PVE and PVP... and I personally hate it.. being in an alliance that isn't a major null sec powerhouse, which has all it's systems camped by AFK cyno campers, meaning I have to use one of my accounts as a high sec mission runner / trader... just to help ensure the alliance's fuel / mat needs don't run dry.

My alliance has a strict "No feeding the seagulls" rule, you let one AFK camper get a kill on you... next thing you have 2, then 4, etc. So there is a strict dock up all PVE ships while AFK camper is present rule. I think you will find this to be a pretty common thing.
Ecoskii
Penal Servitude
#3946 - 2013-12-12 08:24:05 UTC
I am wondering if we can get to 200 pages without a single intelligent/relevant response from CCP on this dumb mechanic? Is this their most ignored issue ever? Across all the threads on AFK cloaking I'd guess we are up to about 2,000 pages - without a single relevant response or any change in 7-8 years?
Vas Eldryn
#3947 - 2013-12-12 08:49:21 UTC  |  Edited by: Vas Eldryn
Ecoskii wrote:
I am wondering if we can get to 200 pages without a single intelligent/relevant response from CCP on this dumb mechanic? Is this their most ignored issue ever? Across all the threads on AFK cloaking I'd guess we are up to about 2,000 pages - without a single relevant response or any change in 7-8 years?


it's because the PVP vs PVE mechanics are a nightmare to balance (if they ever can be balanced)... and kinda why it's the most debated issue on the forums.... I think it's the only reason they are letting this thread go without locking it, is that they are interested but cautious, if they comment, they will upset .... well... half of the population of EVE's null sec players (about 10% of EVE's population)


EDIT: after rereading your post, this thread has evolved into more then AFK cyno camping and local mechanics (although its the basis)... It has become more of null sec mechanics in general... I would not subject you to reading all the posts, but this is kinda where we are now.
Debora Tsung
Perkone
Caldari State
#3948 - 2013-12-12 09:18:29 UTC
Vas Eldryn wrote:
I think it's the only reason they are letting this thread go without locking it, is that they are interested but cautious, if they comment, they will upset ....


And I believe the only reason this thread is still goin on is because otherwise a new "fix AFK cloaking" thread would spawn every day.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Vas Eldryn
#3949 - 2013-12-12 09:25:05 UTC
Debora Tsung wrote:
Vas Eldryn wrote:
I think it's the only reason they are letting this thread go without locking it, is that they are interested but cautious, if they comment, they will upset ....


And I believe the only reason this thread is still goin on is because otherwise a new "fix AFK cloaking" thread would spawn every day.


good point... this is the new... I mean old stomping ground that is in use, but it's kinda evolving and interesting.... and going a little beyond AFK cyno camping, which, I think, is breaking out better arguments then other threads that got locked before players really got some interaction going.
Kagura Nikon
Native Freshfood
Minmatar Republic
#3950 - 2013-12-12 09:49:02 UTC
Vas Eldryn wrote:
Ecoskii wrote:
I am wondering if we can get to 200 pages without a single intelligent/relevant response from CCP on this dumb mechanic? Is this their most ignored issue ever? Across all the threads on AFK cloaking I'd guess we are up to about 2,000 pages - without a single relevant response or any change in 7-8 years?


it's because the PVP vs PVE mechanics are a nightmare to balance (if they ever can be balanced)... and kinda why it's the most debated issue on the forums.... I think it's the only reason they are letting this thread go without locking it, is that they are interested but cautious, if they comment, they will upset .... well... half of the population of EVE's null sec players (about 10% of EVE's population)


EDIT: after rereading your post, this thread has evolved into more then AFK cyno camping and local mechanics (although its the basis)... It has become more of null sec mechanics in general... I would not subject you to reading all the posts, but this is kinda where we are now.



Its not hard at all. PVP consequences of imbalance are infinitely larger. PVE imbalance result in what? 10% more or less income per hour. PVP imbalance leads to staganation and failure of main game content and ships estroyed in seconds.


PVP balance should always come ahead of PVE balance. You balance PVE when you have already solved all the serious balance issues with PVP. PERIOD. Any other approach is lunatic

"If brute force does not solve your problem....  then you are  surely not using enough!"

Vas Eldryn
#3951 - 2013-12-12 10:24:58 UTC
Kagura Nikon wrote:
Vas Eldryn wrote:
Ecoskii wrote:
I am wondering if we can get to 200 pages without a single intelligent/relevant response from CCP on this dumb mechanic? Is this their most ignored issue ever? Across all the threads on AFK cloaking I'd guess we are up to about 2,000 pages - without a single relevant response or any change in 7-8 years?


it's because the PVP vs PVE mechanics are a nightmare to balance (if they ever can be balanced)... and kinda why it's the most debated issue on the forums.... I think it's the only reason they are letting this thread go without locking it, is that they are interested but cautious, if they comment, they will upset .... well... half of the population of EVE's null sec players (about 10% of EVE's population)


EDIT: after rereading your post, this thread has evolved into more then AFK cyno camping and local mechanics (although its the basis)... It has become more of null sec mechanics in general... I would not subject you to reading all the posts, but this is kinda where we are now.



Its not hard at all. PVP consequences of imbalance are infinitely larger. PVE imbalance result in what? 10% more or less income per hour. PVP imbalance leads to staganation and failure of main game content and ships estroyed in seconds.


PVP balance should always come ahead of PVE balance. You balance PVE when you have already solved all the serious balance issues with PVP. PERIOD. Any other approach is lunatic



Ummmm.... PVP balance vs PVE balance this is a new one for me.... should each be treated separately now? PVE and PVP exists in the same game and one affects the other... the main difference is without PVE ..... PVP wouldn't exist.... without PVP, PVE would exist....

So PVP exists basically because PVE exists.... I'm not going to get too far into this, other to mention PVE is kinda important!

guess I'm a lunatic....
Lucas Kell
Solitude Trading
S.N.O.T.
#3952 - 2013-12-12 12:21:48 UTC
Vas Eldryn wrote:
Kagura Nikon wrote:
Vas Eldryn wrote:
Ecoskii wrote:
I am wondering if we can get to 200 pages without a single intelligent/relevant response from CCP on this dumb mechanic? Is this their most ignored issue ever? Across all the threads on AFK cloaking I'd guess we are up to about 2,000 pages - without a single relevant response or any change in 7-8 years?


it's because the PVP vs PVE mechanics are a nightmare to balance (if they ever can be balanced)... and kinda why it's the most debated issue on the forums.... I think it's the only reason they are letting this thread go without locking it, is that they are interested but cautious, if they comment, they will upset .... well... half of the population of EVE's null sec players (about 10% of EVE's population)


EDIT: after rereading your post, this thread has evolved into more then AFK cyno camping and local mechanics (although its the basis)... It has become more of null sec mechanics in general... I would not subject you to reading all the posts, but this is kinda where we are now.



Its not hard at all. PVP consequences of imbalance are infinitely larger. PVE imbalance result in what? 10% more or less income per hour. PVP imbalance leads to staganation and failure of main game content and ships estroyed in seconds.


PVP balance should always come ahead of PVE balance. You balance PVE when you have already solved all the serious balance issues with PVP. PERIOD. Any other approach is lunatic



Ummmm.... PVP balance vs PVE balance this is a new one for me.... should each be treated separately now? PVE and PVP exists in the same game and one affects the other... the main difference is without PVE ..... PVP wouldn't exist.... without PVP, PVE would exist....

So PVP exists basically because PVE exists.... I'm not going to get too far into this, other to mention PVE is kinda important!

guess I'm a lunatic....
This. Both need to be considered.
You can't just force PVP on everyone and say "if you don't like it, go to high sec". There has to be a balance between the two.
Personally I think the current balance is fine. PVE ticks along at a steady enough pace to keep market fluctuations
healthy, and PVP seems near constant.
I'm just in no hurry to turn the game into a giant wormhole, since on a grand scale, neither PVE or PVP happen much in wormholes.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#3953 - 2013-12-12 14:38:52 UTC
Vas Eldryn wrote:
Detail 1: Sorry nikk after reading your post 5 times... I'm lost... I cant really understand what your saying or who wanted risk free PVE? or why you think PVE players coming from high to null is a bad thing (I personally think this should be encouraged)...

Detail 2: I'm really lost, am I a bad person because I don't enjoy PVE, and use it purely to support my alliance, my corp and my wallet? when I lose a ship in PVP another one doesn't just magically reappear... you have to do some PVE and replace it, when my POS is running low on fuel.. you have to PVE to replace it or spend ISK that you have to PVE for!

Detail 3: I wear both hats PVE and PVP... and I personally hate it.. being in an alliance that isn't a major null sec powerhouse, which has all it's systems camped by AFK cyno campers, meaning I have to use one of my accounts as a high sec mission runner / trader... just to help ensure the alliance's fuel / mat needs don't run dry.

Detail 4: My alliance has a strict "No feeding the seagulls" rule, you let one AFK camper get a kill on you... next thing you have 2, then 4, etc. So there is a strict dock up all PVE ships while AFK camper is present rule. I think you will find this to be a pretty common thing.

Detail 1:
You actually put the two halves of the problem together, but seem to have not connected them.
PvE in null should not resemble PvE in high sec, and outside of geography, they actually have too much in common.
PvE in high sec is manageable, because you have Concord. Concord is an automatic game mechanic, meaning you can anticipate it but not really control it.
You can also have friends helping, but you don't actually need them in most cases. Mining and ratting can be accomplished solo, and with preparation you can make sure those attacking you will have a net loss on the exchange. For most, that means you will be untouched, since always losing on fights is an unsustainable game play tactic.
PvE in null sec is manageable, because you have Local Chat as intel. Local Chat is an automatic game mechanic, meaning you can anticipate it but not really control it.
You can also have friends helping, but you don't actually need them in most cases. Mining and ratting can be accomplished solo, and with preparation you can use the time advantage provided by local to reliably evade hostiles. With the exception of a blob intent on reinforcing structures, this means you can avoid PvP as you choose. If a blob shows up, you can either log off or leave, depending on circumstances, since they need to reinforce POS's and Outposts before you are actually at any risk.

The problem is not high sec PvE players moving to null... the problem is high sec PvE existing in null on levels this comparable. The two versions I stated above are accepted as reality by most players, even though many want the threat projection removed from so-called AFK Cloaking. (I said many, NOT MOST. Neither side of this debate can lay legitimate claim to representing a majority here.)

Detail 2:
No, you are not a bad person for wanting to play differently than myself.
I can accept your play style, but in exchange I would expect you to accept mine. The right for you to grind ISK for your fun, is limited ethically to not be at the expense of my own fun, and the reverse as well. A balance or compromise must be struck if conflicting interests exist, obviously.

Detail 3:
I only wear the PvE hat myself. Due to a combination of play limits and personal choice, PvP for myself is rather limited, and usually unintended on my part. When my alliance was running quotas for ore and ice, I went without ISK until those needs were met first. So I learned to be careful, and avoid losses I could not afford.
This is not the same as avoiding play, as some suggest they have no choice regarding.

Detail 4:
Yeah, my alliance was like that for a good period too. Very frustrating to see that attitude, and ironic here in some ways.
That policy ONLY has any value when the hostile is present for kills, which argues against the points a few here try to make.
(IE: Only real purpose being to deny play, which ignores resource denial & meta gaming as being legitimate play expressions)
Sometimes the camp attacks lasted days or weeks, sometimes they were the seagulls. Like any defense, this policy only really works against the expected attack, as genuine resource denial camping WANTS you to do exactly what the policy stated, and avoid contact.
Teckos Pech
Hogyoku
Goonswarm Federation
#3954 - 2013-12-12 16:02:43 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:


[snipped a quote by me]

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.


Regarding rat bounties and the utility of them, well there could come a time when increasing them makes sense. After all, increasing the amount of money in circulation can be a good thing...e.g. the Great Depression. Countries that went of the gold standard (an inflationary move--FYI, the U.S. went of the Gold Standard and economic growth took off very, very shortly afterwards...of course, then NIRA was enacted and that growth pretty much stopped) early had an easier time than those that stuck it out.

As for PLEX prices, think of them as a mechanism for redistributing in game wealth. If player A has buckets of isk, and player B does not and B is also time constrained but is not RL money constrained, he can use a PLEX to increase his wealth...by selling that PLEX to player A. So what makes their linkage to real life money interesting is that the RL cost of a PLEX is pretty stable, but in game their value has increased, in other words there is an increasing shift towards wealth redistribution.

And measuring inflation in terms of one in-game commodity is perhaps not the best metric. For example, there could be seasonal and other cyclic factors that ideally you'd want to account for. The idea would be to look at a sample (or basket) of goods that most if not all Eve players buy routinely and then using a suitable price index (e.g. the geometric means) you could then construct a measure of the overall price level in Eve. You could do it with all goods bought in game, but that would require much more computation and we'd be ignoring various emergent game play aspects of the Eve economy such as the buying and selling of super capitals, the various third party services and pretty much everything that goes on with regards to the contracts as well. So you'd still, have some stuff you'd miss. (FYI, I used to work for the Bureau of Labor Statistics here in the U.S., so I know fair bit about price and cost of living indices such as the geometric means index is preferred since it treats price increases and decreases symmetrically whereas the Paasche and Laspeyres do not.)

And no, gold is not the foundation of any reserve currency I know off. It does not back, for example, the U.S. dollar and has not since 1971 when the U.S. terminated the Bretton Woods agreement and the U.S. dollar became a fiat currency. In fact, most reserve currencies are fiat currencies. A fiat currency, in short, is a currency that has purchasing power because people believe it has that purchasing power--i.e. fiat currencies have no intrinsic value, cannot be redeemed into some other commodity (e.g. a gold standard or silver standard) and is declared to be legal tender by the government.

So I'm not sure about why you think PLEX prices are so important given their connection to RL money. If anything, the higher the value of PLEX in game relative to RL money, the more attractive they become as a mechanism for redistributing (in game) wealth...and in a voluntary way.

I have to say, this is still a weird turn for this thread....who'd of thought this topic would come up 50 pages back? Not me.

"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
#3955 - 2013-12-12 16:17:02 UTC
Andy Landen wrote:
.

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.


Maybe that is true, but suppose we could assure that people ratting in null could do so in perfect safety. What would happen? Two things:

1. No more losses, so people would see an increase in their individual income streams. Since this is true across all such players it would be pretty much same as increasing rat bounties.

2. More people would start ratting as a source of income which would enhance the effect noted above.

Given that rat bounties introduce no actually goods into the Eve economy in and of themselves, we are in the situation you noted in that quote you posted by Mankiw and Abel & Bernanke. The amount of money in the game could, as a result of this change, end up growing faster than it currently is meaning an acceleration of inflation.

One response: nerf rat bounties.

Another response: reintroduce uncertainty and risk to ratting.

What this also implies is that reducing the uncertainty and risk to ratting in null also could elicit a nerf to ratting income by CCP.

Nerfs/buffs to income streams are one way for CCP to influence in the in-game economy and we have seen them do both throughout the game's history.

So, be careful on wishing for enhanced safety in null. You could get it, and in the medium to long run end up having to grind even longer periods of time.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#3956 - 2013-12-12 16:17:17 UTC
Nikk Narrel wrote:
Detail 1:
You actually put the two halves of the problem together, but seem to have not connected them.
PvE in null should not resemble PvE in high sec, and outside of geography, they actually have too much in common.
PvE in high sec is manageable, because you have Concord. Concord is an automatic game mechanic, meaning you can anticipate it but not really control it.
You can also have friends helping, but you don't actually need them in most cases. Mining and ratting can be accomplished solo, and with preparation you can make sure those attacking you will have a net loss on the exchange. For most, that means you will be untouched, since always losing on fights is an unsustainable game play tactic.
PvE in null sec is manageable, because you have Local Chat as intel. Local Chat is an automatic game mechanic, meaning you can anticipate it but not really control it.
You can also have friends helping, but you don't actually need them in most cases. Mining and ratting can be accomplished solo, and with preparation you can use the time advantage provided by local to reliably evade hostiles. With the exception of a blob intent on reinforcing structures, this means you can avoid PvP as you choose. If a blob shows up, you can either log off or leave, depending on circumstances, since they need to reinforce POS's and Outposts before you are actually at any risk.

The problem is not high sec PvE players moving to null... the problem is high sec PvE existing in null on levels this comparable. The two versions I stated above are accepted as reality by most players, even though many want the threat projection removed from so-called AFK Cloaking. (I said many, NOT MOST. Neither side of this debate can lay legitimate claim to representing a majority here.)
This is a highly selective comparison designed specifically to make it look like the two are the same, however they are not. Sure, in both you can manage your risks down to a reasonable level, and you can solo if you want. But in both, there are benefits to not soling. The difference between the two is still there though. In null PVE, to achieve the reasonable level of safety, you must be at your PC fully concentrating 100% of the time. In high sec you do not.

Be it missions or mining, in high sec, I can quite happily target what i want to mine/kill, pop drones, push F1 and walk away. I do not need to be there to do anything, so my safety, beyond my choice of location and fittings is granted to me freely. In null I can't do that. 10 seconds of looking away is all it takes to get killed in null, less now with the interceptor changes.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3957 - 2013-12-12 16:24:46 UTC  |  Edited by: Teckos Pech
FYI, the circular flow depiction of the economy.

So if it seems that Lucas is making an argument that sounds circular, it is because he is. And the above is why. Big smile

"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
#3958 - 2013-12-12 20:03:46 UTC
Andy Landen wrote:


The focus on forcing pve to do pvp is merely from the greedy and lazy point of view that pve ships give valuable drops, high ISK on the kb, are easy and fast to kill, AND (if that all wasn't enough) present little threat in return against the attacker. Then there is the expectation that the pve ship should really just be a pvp ship in a big pvp fleet clearing anoms, except that pvp players don't enjoy shooting red crosses. If you are going to force pve players to play like pvp players and to like pvp, too, then if you are successful, they are going to get hooked on the adrenaline surge of pvp and then forsake pve. Is that what you want? (Would be nice if someone ever answered my questions about if "that" was what they want..)


Giving valuable drops is in part due to choices the PvE pilot makes in regards to fittings.

And Eve is a sandbox, which means players can do whatever they want so long as it does not violate the rather limited set of rules CCP has laid down.

Being a sandbox does not mean you are free from interacting with other players, even if you don't want to interact with them or said interaction is not consensual. In another words, Eve was designed specifically so that PvP pilots can "force" PvE pilots to interact--i.e. engage in PvP.

This is a design feature and suggestions to change this to make it harder is to move away from the sandbox aspect of the game.

"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
#3959 - 2013-12-12 20:13:41 UTC
Andy Landen wrote:

Lucas, they may not realize it, but what they want is a system which easily kills all players who engage in pve with pve fits. The only ones they want to survive are the ones that use pvp fitted cruisers in large fleets with logistics always ready for the hotdrop. They don't realize that there already is a system which promotes this called incursions.

[snip]

Admit it, "local" guys: You are trying to promote the incursions style pve on nullsec on pain of cyno ganking.


No I do not, and I don't want the exact opposite, which very much appears what you want.

Nerfing cynos into near oblivion would accomplish the safety you are seeking, but it would also mean one of the main aspects of Eve would take a big hit. Big fights with lots of players and lots of capitals and super capitals might become a thing of the past with your cyno suggestions. Cynos are not used exclusively for dropping on PvE players. Most large scale PvP ops start with a cyno bridge, not jumping lots of gates.

Your cyno suggestions appear to me that you have not thought very much about the use of cynos in situations not involving PvE assets.

Do you PvP Andy? Have you used a titan bridge? How about using a carrier for something other than moving ships or ratting? Tower repping? Slowcats? This doesn't invalidate your arguments, but it suggests, perhaps a lack of appreciation for the other uses of cynos.

"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

Astroniomix
School of Applied Knowledge
Caldari State
#3960 - 2013-12-12 21:34:15 UTC
Teckos Pech wrote:
Andy Landen wrote:

Lucas, they may not realize it, but what they want is a system which easily kills all players who engage in pve with pve fits. The only ones they want to survive are the ones that use pvp fitted cruisers in large fleets with logistics always ready for the hotdrop. They don't realize that there already is a system which promotes this called incursions.

[snip]

Admit it, "local" guys: You are trying to promote the incursions style pve on nullsec on pain of cyno ganking.


No I do not, and I don't want the exact opposite, which very much appears what you want.

Nerfing cynos into near oblivion would accomplish the safety you are seeking, but it would also mean one of the main aspects of Eve would take a big hit. Big fights with lots of players and lots of capitals and super capitals might become a thing of the past with your cyno suggestions. Cynos are not used exclusively for dropping on PvE players. Most large scale PvP ops start with a cyno bridge, not jumping lots of gates.

Your cyno suggestions appear to me that you have not thought very much about the use of cynos in situations not involving PvE assets.

Do you PvP Andy? Have you used a titan bridge? How about using a carrier for something other than moving ships or ratting? Tower repping? Slowcats? This doesn't invalidate your arguments, but it suggests, perhaps a lack of appreciation for the other uses of cynos.

Asakai would never have happened with Andy's suggestions in place.