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Player Owned Customs Offices: Math, Markets and Design Problems

First post
Author
pmchem
Brutor Tribe
Minmatar Republic
#21 - 2011-11-18 17:19:45 UTC
JitaJane wrote:
So POCOS are not a good investment for Null mega alliances but could be worth it to smaller alliances/ renters. Working as planned.


No, you are wrong. They are even worse for smaller alliances since it will take them much longer to make a profit on their investment of laying down a POCO. Interbus COs are much better for small groups. Killing Interbus COs will be a form of griefing.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Borun Tal
Brutor Tribe
Minmatar Republic
#22 - 2011-11-18 17:38:56 UTC
A wall of text... FROM A GOONIE?!?!?!?

WTF is happening to these forums?!!?!!? C'mon, people, we have standards, here!! Cool
CCP Omen
C C P
C C P Alliance
#23 - 2011-11-21 14:30:31 UTC
You may accuse us of many things, but one thing we are not guilty of is not reading this thread!

We are monitoring this and many other threads, I won't get into defense mode and try and defend the feature against all sorts of claims. I will re-iterate that we want POCOs to be valid for small corporations, we want highsec to act as a crowded/low income safety for the market as a whole while the land of opportunity is Lowsec. We want Alliances to be able to enjoy 0% tax for their own space. We want PI be a catalyst for space battles as much as it is a low effort passive income.

Regarding the taxation topic itself. I have called a meeting with CCP:s economist to go through the issues raised.

Best regards
Omen

Senior Game Designer Team True Grit EVE/DUST Gameplay Liaison

Jack Dant
The Gentlemen of Low Moral Fibre
#24 - 2011-11-21 14:52:21 UTC
CCP Omen,

You have access to the database. Have you checked how much isk/day is paid per lowsec PI colony? And what are the average and maximum numbers of colonies per lowsec planet?

In other words, do you have any evidence that POCOs can pay for themselves via taxes? My quick calculations gave me something silly like 20 years for a single P1 export colony.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Bastet Aiona
Tir Capital Management Group
#25 - 2011-11-21 16:19:47 UTC  |  Edited by: Bastet Aiona
CCP Omen wrote:
. I will re-iterate that we want POCOs to be valid for small corporations, we want highsec to act as a crowded/low income safety for the market as a whole while the land of opportunity is Lowsec.
Omen



Because the POCO's are essentially open pinata's that anyone can attack at any given time, it's our expectation to constantly be harassed with warnings of POCOs under attack from single shot passer bys and timers constantly being set off with no intention of removing the POCO. The time it takes to reinforce a POCO is quite easy with a sizable force, and we expect a lot of harassment in the early days of our deployment and constant false alarms.

How easily it can be done with no cost to the attacker is the main problem. In Low Sec we don't have warp bubbles or any ability to stop a force from simply warping away and docking. If they choose to hit with no investment, they lose nothing. So they have nothing to defend, nothing to lose and no reason NOT to simply harass and hit the POCO's just because they can.

Those who put up POCO's are simply victims of the game mechanics not of the griefers.

It's not the ability to protect the POCO that needs to be increased - it's the ability to simply KNOW that your attackers are serious about attacking (in general) rather than simply looking to make life stressful and difficult for you.
pmchem
Brutor Tribe
Minmatar Republic
#26 - 2011-11-21 17:51:36 UTC
CCP Omen wrote:
You may accuse us of many things, but one thing we are not guilty of is not reading this thread!

We are monitoring this and many other threads, I won't get into defense mode and try and defend the feature against all sorts of claims. I will re-iterate that we want POCOs to be valid for small corporations, we want highsec to act as a crowded/low income safety for the market as a whole while the land of opportunity is Lowsec. We want Alliances to be able to enjoy 0% tax for their own space. We want PI be a catalyst for space battles as much as it is a low effort passive income.

Regarding the taxation topic itself. I have called a meeting with CCP:s economist to go through the issues raised.

Best regards
Omen


Omen, thank you for the reply. In the long term, I imagine that PI income should be much more important than moon mineral income. That will be necessary for DUST 514 to succeed, as players will need to REALLY care about planets. When PI becomes more important than moons, alliances will not be taxing their own POCOs at 0%. Instead, POCOs will be a form of alliance income. That is why I am so concerned about the taxation issue: without it having higher reference values and also being fully customizable by the players, there is much less incentive for players to deploy and fight over control of POCOs.

Hopefully your economist will appreciate both the disparity between current reference values / market values, and how the increased taxation would function as an ISK sink. PI-producing players themselves could pass off the increased taxation in the form of higher prices at market, so a change in default taxes should not "hurt the little guy".

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Crias Taylor
Aliastra
Gallente Federation
#27 - 2011-11-21 18:35:30 UTC
Bastet Aiona wrote:


It's not the ability to protect the POCO that needs to be increased - it's the ability to simply KNOW that your attackers are serious about attacking (in general) rather than simply looking to make life stressful and difficult for you.


Consider it a preview what to holding sov is like. We get attack mails if someone even reps the station services. 
Jack Dant
The Gentlemen of Low Moral Fibre
#28 - 2011-11-21 19:05:17 UTC
Bastet Aiona wrote:

Because the POCO's are essentially open pinata's that anyone can attack at any given time,

POCOs don't drop anything on destruction, so you can't really call them a piñata

Quote:
it's our expectation to constantly be harassed with warnings of POCOs under attack from single shot passer bys and timers constantly being set off with no intention of removing the POCO. The time it takes to reinforce a POCO is quite easy with a sizable force,

Devs have said they won't send a mail until a sizable amount of damage has been done (to avoid spam). Besides, odds are you won't get there in time before they reinforce, so it shouldn't matter much.

Quote:
and we expect a lot of harassment in the early days of our deployment and constant false alarms.

How easily it can be done with no cost to the attacker is the main problem. In Low Sec we don't have warp bubbles or any ability to stop a force from simply warping away and docking. If they choose to hit with no investment, they lose nothing. So they have nothing to defend, nothing to lose and no reason NOT to simply harass and hit the POCO's just because they can.

Seems to me you are complaining about how hard it will be to defend POCOs far away from your base.

This is bad how?

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Spanking Monkeys
ZC Omega
#29 - 2011-11-21 19:07:55 UTC
pmchem wrote:
CCP Omen wrote:
You may accuse us of many things, but one thing we are not guilty of is not reading this thread!

We are monitoring this and many other threads, I won't get into defense mode and try and defend the feature against all sorts of claims. I will re-iterate that we want POCOs to be valid for small corporations, we want highsec to act as a crowded/low income safety for the market as a whole while the land of opportunity is Lowsec. We want Alliances to be able to enjoy 0% tax for their own space. We want PI be a catalyst for space battles as much as it is a low effort passive income.

Regarding the taxation topic itself. I have called a meeting with CCP:s economist to go through the issues raised.

Best regards
Omen


Omen, thank you for the reply. In the long term, I imagine that PI income should be much more important than moon mineral income. That will be necessary for DUST 514 to succeed, as players will need to REALLY care about planets. When PI becomes more important than moons, alliances will not be taxing their own POCOs at 0%.



for more players to care about PI it has to be amended to actually be something people want to do rather than have to do. its current state is far from a want to do game mechanic. i do get that a few people liek to do it, but from every one i know that does pi, that number is very few
tengen san
Triton-TC
#30 - 2011-11-22 00:10:22 UTC
The subject of taxation is coherently with the desire/estimation to set up a POCO in first place, none will daub this. On another notice to the closing words of the PO, I do not see an imminent relevance to the D514 implementation AND dependence to the success, as for now, most if not all D514 engagement is considered to be on Temperate Planets only (please refer to the Interview with Hallan Fannar on dust514.org)


Quinc4623 wrote:
I think the main reason one might need a POCO is just to make use of a planet at all. Doing 1 500m3 launch from the command center at a time is entirely impractical, but if you have control over a lot of 0.0 space you'll want to actually take advantage of the planets there. In a large enough alliance or corporation with enough PI users it can easily be worth while with a proper program of shared PI profits. But yeah, the taxes bit doesn't sound like it would be very worth it by itself.

I have a number of very profitable planets in 0.2 systems and quite frankly I'm going to have to abandon them on the 28th since I don't see anyone maintaining POCOs in low sec.



Using the CC launch is worthless for one and for second the ability to build/use a Launchpad is
conjoint with the existence of a CO /POCO, third, any further import requires a CO/POCO just
As for now each and every single low sec planet contains a CO, thus not only risk. /. reward is in balance but the market as well.
The question herby is, why even bother to set up a POCO in a low sec system in first place if a.) the tax profitability is next to nothing with a mere 1-3 or 2-5 CC’s on the ground. b.) no advanced knowledge what type of production is on the ground, in regards of the taxable reverence value of P1/P2/P3/P4.

CCP Omen wrote:
I will re-iterate that we want POCOs to be valid for small corporations, we want highsec to act as a crowded/low income safety for the market as a whole while the land of opportunity is Lowsec. We want Alliances to be able to enjoy 0% tax for their own space. We want PI be a catalyst for space battles as much as it is a low effort passive income.



Thank you very much for the consiterations, but further review must be done as for now non of the above will be possible in low sec.

The taxation for 0.0. Alliances as a problem would not “really occur”, as assumable there will be other means come to task to “tax” the renter, but it will have a devastating effect on low sec.

I daub heavily anyone who is able to operate a calculator will seriously invest near to a bill for POCO to cover a P1-P4 production circle in a low sec system, as only the base materials will be retrieved and valued production will be directed to high sec. This, caused by diversity in separated tax values will make the diversity obsolete in the run, thus the desire to set up a POCO in low sec.

Function of a 0.0 PI operations within an alliance is to discriminate to low sec with rather general than allied PI usage.

But even if there would be a hypothetical widespread POCO low sec use with a, as proposed, taxation system at work, the in-balance of tax earnings would be in 0.0. fare greater compared to low sec with the ability to roll out valued production to high sec.
However this will not be the case, as low sec PI will come to an halt and the in-balance then will be created by the PI monopol of 0.0.

The whole change from CO to POCO should/must be revised for a resubmittal and the implementation for 28.Nov seriously reconsidered to the next extension.

a. No tax income to receive in 0.0. and low sec to justifying the investment
b. Dismounting all CO's throughout low sec is counterproductive to the attempt of revitalize low sec.
Mishatola
Atoll Explorers
#31 - 2011-11-22 05:21:52 UTC  |  Edited by: Mishatola
CCP Omen wrote:
You may accuse us of many things, but one thing we are not guilty of is not reading this thread!

I will re-iterate that we want POCOs to be valid for small corporations, we want highsec to act as a crowded/low income safety for the market as a whole while the land of opportunity is Lowsec. We want Alliances to be able to enjoy 0% tax for their own space. We want PI be a catalyst for space battles as much as it is a low effort passive income.

Regarding the taxation topic itself. I have called a meeting with CCP:s economist to go through the issues raised.

Best regards
Omen


Right now they ARE valid for small corporations IF they use the planets themselves, and use the POCO's to deny anybody else;s use of the planet... to prevent depletion issues.

However, is that all you want? Or is your goal to make it so small corps (or any size for that matter) can provide POCOs as a service to others? If so then work needs to be done.
I think I've followed all your posts and i'm still unclear on your goals in this area.

edit:
If you removed the planet depletion mechanic, than at least a corp would not be harmed by letting people use their POCO. (it being understood that the only reason it is there is because the corps members have colonies on the planet, given the current tax situation).
Alisarina
Center for Advanced Studies
Gallente Federation
#32 - 2011-11-22 08:03:42 UTC
how I see POCO's as they stand to be implemented in real world views is thus:

- A giant balloon that cost over $2000 with writing on it saying 'Pop me, I'm an easy kill'


Now imagine that being taken to a school of 8-12 year olds. What will happen to every balloon like that in the yard after the first or second day? They will all be popped and no-one will want to replace them due to the cost. Not a great example due to balloons not actually doing anything productive but the principle is the same, there is no incentive to replace popped/destroyed balloons due to the cost and how easy they are popped/destroyed.

In low sec, any of the systems that border onto a high sec connection or within 2-3 jumps of one will be prime targets for 'pirates' and bored people that just want to make other peoples lives hell. A fleet of 5-10 BS's or as many new tier 3 BC's will be able to go in and within 2-3 hours wipe out every planets CO, well put them into reinforce mode, and the move onto the next system to do it again. Now no way in hell there will only be 1 small gang doing this, so expect all low sec system CO's within say 3 jumps of a HS system to be in reinforced by at best the 1-2nd of December, and a day or so after that, without CO's at all.

Now sure some may go about replacing the destroyed CO's with their own POCO's on the 'best' planets but that alone would make them a prime target, even if the tax was 0%. Why? Cos haters gonna hate and people like blowing other peoples **** up for a laugh. Come Christmas low sec planets not being 'guarded' by corps/alliances will be void of CO's (both interbus and POCO's) and thus make them 'dead'. There will be no way to import to them making factory planets non-existant, and exporting via launches is both annoying as hell and in some/most cases, wholly inadequate for the task at hand due to high-ish yields. Also with Christmas coming up alot of the bored ounger players will have time to roam around and blow up CO's thinking they are 'the boss' because they killed a structure that cannot fight back and no-one can be bothered defending or unable to defend due to the shear number of them being attacked.


Now with all the doom and gloom said above here are some thoughts I have regarding the CO/POCO's and how to make them both viable as an investment (without forcing massive tax and forcing away 'clients' from your planet..or making them want to pop your multi million ISK investment cos your a money grubbing bastard) and as a place that can actually defend itself to a limited degree.

First off POCO defence:

Currently the proposed POCO's have no defensive capabilities at all. This will result, as stated above, they will be shot at simply due to the fact that they are there.

I propose after setting them up to be functional, you can upgrade it just like the CC. I will admit I havn't thought this through properly but I want to get it out there before the 29th:

Level: Name:
1 Customs Office (or POCO)
2: Trade Center
3: Trade Hub
4: Outpost (I know the names used, need to come up with a better one)
5: Fortified Trading Hub


Now what they do:
CO/POCO: Work how they work currently on SiSi/Tranq

Trade Center: Works the same as above but better shields/armour

Trade Hub: As above but allows anchoring of small-medium PoS guns (small number) (only shoot if aggressed, even if the owning corp is at war with someone using the CO)

Outpost: As above but add in Large guns

Fortified Trade Hub: More shields, armour and structure as all of the others, able to have more guns


The way to make more ISK from them is each level of CO will assist with locating better hot spots on the planet they orbit and allows the planet to have slightly higher yields. However the disadvantage would be there can only be 1 of each type in any given system, except the basic CO/POCO, so there is incentive to still blow up the bigger ones and such.

The advantage would be:

Level: Resource boost:
1 0%
2 3%
3 6%
4 10%
5 15%

Now the boost would be to the planets available resources, not player extractor production or factory output, just what can be found (making the advanced ones useless on a world used just as a factory world, which is intended). The % jumps would be reflected in the cost of setting them up and the fact only 1 of each could be present at any given time in a system.

Long post I know but hey, if the threads being read by the devs, it's the best place to put it to 'paper' after all.


Also note the guns would have to be deployed and anchored by the owning corp, kind of like a PoS, but have no functionality for them to fight on war dec targets or under a certain standing, only if aggressed.

Thoughts on this for those that actually read it all would be great.
Kaaii
Kaaii-Net Research Labs
#33 - 2011-11-22 09:35:52 UTC



CCP -

Will there / are there plans for a faction variant of the poco?

Scrapyard Bob
EVE University
Ivy League
#34 - 2011-11-22 14:15:49 UTC
Alisarina wrote:

I propose after setting them up to be functional, you can upgrade it just like the CC. I will admit I havn't thought this through properly but I want to get it out there before the 29th:

Level: Name:
1 Customs Office (or POCO)
2: Trade Center
3: Trade Hub
4: Outpost (I know the names used, need to come up with a better one)
5: Fortified Trading Hub


What you've described is basically what we said back when the first devblog was announced - make them into POS tower structures with the capability to only anchor select POS arrays/batteries. Make them require less fuel/day then their full-fledged brethren. Or let us anchor POS towers at the planets and anchor a POCO as a battery outside the shield.

The devs basically ignored or glossed over the issue of defenses, repeatedly - probably because they didn't have time to rework the entire POCO concept before the 28th (and it is too much of a "sacred cow" to be pulled completely for a 2-3 month rework).
tengen san
Triton-TC
#35 - 2011-11-22 15:38:36 UTC  |  Edited by: tengen san
Scrapyard Bob wrote:


The devs basically ignored or glossed over the issue of defenses, repeatedly - probably because they didn't have time to rework the entire POCO concept before the 28th (and it is too much of a "sacred cow" to be pulled completely for a 2-3 month rework).


You are right there.


Abstract:
There three systems (0.0.,low sec, high sec) containing for now a constant (CO), now you take out two constants and leave only one with it and create two with inconstancy’s. This certainly creates an in-balance. It eventually balance itself over the time by marginalizes one system behind usability, and rest assured this won’t be 0.0.

It is impossible to test this on Sisi, you only can test the small ends of it but not the impact of the whole implementation. You have to work on statistic and Bayesian Probability calculations to get proximity to the probable effect. This is Project management on an essential change and not just dropping a new feature.

Furthermore:
The change of POS fuel base will be effective approximately 6 weeks AFTER Nov. 28, to provide time to obtain the requested new BPO for the fuel cubes from NPC stations and start up the production circle.

I haven’t read anything close in regards to it for POCO’s answering to the implementation schedule, for now the axe is falling on Nov 28;

POCO BPC’s are not to obtain at regular NPC shops only to obtain at:
Concord LP shops (prerequisite = participation in Incursions)
Faction LP shops (prerequisite = participation in Faction warfare missions)

This limitation alone will prolong the absent of any POCOs for a sustained time in 0.0. and low sec. explicitly in low sec. not even considerd it will rise the expense to build one up to 50% on the market, makes it even less attractive to bother with the build and placing, as long as the earning (tax issue) isn’t solved accordingly.

If CO is taken out at once in 0.0. and low sec on Nov 28 you guillotine the whole process. There must be a step by step implementation starting with 0.0., 2 weeks later 0.1, again 2 weeks later 0.2 and so on OR vice versa.

Anything else will be an amputation without anesthetization with eruptive effects. Again, please reconsider to postponed the implementation date (next extension) as for now there are too many unsolved issues concerning the profitability (tax) and the operation of POCO's as a whole. Implementation schedule and object itself at the present stage is nothing more than another plastic duck placed in the water players can shoot at as the economic and industrial impact is lengthy neglected.

If implemented as proposed, there will be a never ending stream of nerf’s und buff’s on the pathway. It’s foreseeable!
Billy Colorado
Evasion Gaming
#36 - 2011-11-22 15:46:03 UTC  |  Edited by: Billy Colorado
I think an AFK defense is BOOOOORRRRRRIIIIIINNNNNNNGGGGGG, and am pretty interested in the dynamic this will create, in low sec especially, if CCP doesn't cave and lets people anchor guns around these things.

I'm no economist, but if POCOs are getting destroyed in low sec, won't that create scarcity? In turn pushing prices of PI goods up, and making consistent and organized low sec corporations viable and desirable?

I mean, I keep seeing people say "why bother". Well, if there's lots of cash money to be made, wouldn't you bother? Even to the extent that you might be interested in building an infrastructure in the area, including defensive capabilities in the shape of PEOPLE to defend your POCO?

I like this notion of localizing resources. If you're mining, PIing in an area, then live there, and build something around it. Particularly in Lowsec.

I mean, this might even make the mercenary trade viable. Would you hire someone of good reputation to protect your assets, if their fee did not make your efforts unprofitable?
tengen san
Triton-TC
#37 - 2011-11-22 16:02:01 UTC
Billy Colorado wrote:
I think an AFK defense is BOOOOORRRRRRIIIIIINNNNNNNGGGGGG, and am pretty interested in the dynamic this will create, in low sec especially, if CCP doesn't cave and lets people anchor guns around these things.

I'm no economist, but if POCOs are getting destroyed in low sec, won't that create scarcity? In turn pushing prices of PI goods up, and making consistent and organized low sec corporations viable and desirable?

I mean, I keep seeing people say "why bother". Well, if there's lots of cash money to be made, wouldn't you bother? Even to the extent that you might be interested in building an infrastructure in the area, including defensive capabilities in the shape of PEOPLE to defend your POCO?

I like this notion of localizing resources. If you're mining, PIing in an area, then live there, and build something around it. Particularly in Lowsec.

I mean, this might even make the mercenary trade viable. Would you hire someone of good reputation to protect your assets, if their fee did not make your efforts unprofitable?




If prices going up the build cost of POCO’s are going up as well, not to mention the prices for POS, this its entering a revolver door. Thie OP is subjecting basically on the Tax issue for planetary goods and displays now the infeasibility at the present stage.

Taking care on the small ends but leave the big ends to take care of them self won't work, never has worked.
pmchem
Brutor Tribe
Minmatar Republic
#38 - 2011-11-22 16:14:20 UTC
POCOs have 15m EHP. That's their defense for now. They are very cheap to replace (100m isk) and have 15m EHP, plus a reinforcement timer. Some people may shoot them but it's not gonna be done casually because of "kids". It takes a long time to reinforce one unless you have a nicely sized, very high DPS gang (or capitals). Since they only cost 100m isk and have a reinforcement timer, they are trivial to defend/replace.

I am not worried about POCO defenses at the moment, they are low value targets. By design.

https://twitter.com/pmchem/ || http://community.eveonline.com/news/dev-blogs/community-spotlight-garpa/ || Goonswarm Economic Warfare Cabal

Webster Carr
Carr Consolidated Corporation
#39 - 2011-11-22 16:59:26 UTC
One very simple thing that would make it worthwhile to many corp PI projects is to simply add a 'Corporate Hangar' to the POCOs for the corps owning them. Launches up can be launched to personal or corp hangar. Usual permissions on Corp Hangars apply. The appropiate corp member could then import to other production on same planet, run bulk pickups (with escort since each corp member no longer has to run pickups on his own planets), etc....
Shana Matika
KDM Enterprises
#40 - 2011-11-22 17:01:59 UTC
pmchem wrote:
POCOs have 15m EHP. That's their defense for now. They are very cheap to replace (100m isk) and have 15m EHP, plus a reinforcement timer. Some people may shoot them but it's not gonna be done casually because of "kids". It takes a long time to reinforce one unless you have a nicely sized, very high DPS gang (or capitals). Since they only cost 100m isk and have a reinforcement timer, they are trivial to defend/replace.

I am not worried about POCO defenses at the moment, they are low value targets. By design.



Well so are noob frigs - but do you see any stop shooting them while traveling through a lowsec gate?

They will get destroyed just for the "tears".
And while a Lowsec-POS can get a fairly good defence this things just float in space like a big, fat "Shoot me" sign.