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Drug Booster Balancing issues

First post First post
Author
Grath Telkin
Amok.
Goonswarm Federation
#221 - 2011-11-24 18:25:59 UTC
Calm down guys, we get it, you cried hard enough and the first meaningful improvement to 0.0 or lowsec in YEARS has been removed, your little project is safe for now.


When people ask why CCP won't improve 0.0 or lowsec we can just point them to this thread.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Mag's
Azn Empire
#222 - 2011-11-24 18:48:50 UTC
Grath Telkin wrote:
Calm down guys, we get it, you cried hard enough and the first meaningful improvement to 0.0 or lowsec in YEARS has been removed, your little project is safe for now.


When people ask why CCP won't improve 0.0 or lowsec we can just point them to this thread.
Not sure if serious.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Hans Jagerblitzen
Ice Fire Warriors
#223 - 2011-11-24 23:25:31 UTC
Emperor Salazar wrote:
Any of you booster manufacturers that are saying it is a profitable industry right now are grossly deluding yourselves. Demand is simply not high enough to cover the overhead of running a POS when there are no orders. Every booster producer I know, including myself when i was doing it, has alternate forms of income to sustain it; booster production in its current state is largely a hobby. These changes would have fixed that, but that doesnt mean they were good changes. Boosters need a drawback. That's not to say their current incarnation is OK; its not. But these changes were terrible.

As for ladar profits, right now gas harvesting is not profitable as there is marginal demand for boosters. Hacking sites are great due to nanite controls but thats about it. The perceived gas/bpc bottleneck is nonexistant, at least for standard bpcs. There is so much gas to be had in 0.0 and in low sec (though the null sec deposits are absolutely massive) but there is no point harvesting them for the average guy because demand is not there.

The only bottlenecks are improved and strong bpcs, and they should be as they are much better. The real problem is demand. Boosters need a buff. The proposed changes were simply to great of a buff.


Your whole argument hinges on the idea you have to go to the market to look for orders. I move plenty of stock at a nice pace - and I do so because I've built a clientele.

This is what Grath can't seem to undersand - you can't just go and crunch some Jitonomic numbers and decide it doesn't compute. One would indeed barely break even if all you do is buy off market sell back to market, you simply cannot judge the state of the booster trade by what little you see traded on open market.

Its the underworld, after all. 90% of my sales are done in the form of in-person trades, or private contracts. Those who say this is a waste of time / money have no idea what they are talking about. You simply don't know what we're able to obtain for what price, or what we sell where at what price, because the market only represents a fraction of all the contraband that is traded in the game.

CPM0 Chairman / CSM7 Vice Secretary

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#224 - 2011-11-25 00:36:02 UTC  |  Edited by: Emperor Salazar
Hans Jagerblitzen wrote:


Your whole argument hinges on the idea you have to go to the market to look for orders. I move plenty of stock at a nice pace - and I do so because I've built a clientele.


Sweet assumption bro.

I used to produce quite heavily, out of wormhole space. I built a clientele as well. I made contacts in various regions for gas harvesting.

It was still barely profitable and sales often had huge quiet times. I did it because it was fun as hell.

Quote:


Its the underworld, after all. 90% of my sales are done in the form of in-person trades, or private contracts. Those who say this is a waste of time / money have no idea what they are talking about. You simply don't know what we're able to obtain for what price, or what we sell where at what price, because the market only represents a fraction of all the contraband that is traded in the game.


Grath may not know (or maybe he does) but I remember quite well and I'm well aware of the current prices that boosters are traded for.

When you factor in POS fuel/time/risk overhead, they are simply nowhere near as profitable as other industrial ventures. You are justifying your trade to yourself right now.

This debate however is pointless, as its pretty clear that you have no intention of producing hard numbers to support your claims that its as profitable as you have deluded yourself into thinking.
Crazy KSK
Tsunami Cartel
#225 - 2011-11-25 00:59:16 UTC
hm ok they just removed the changes altogether now rather then just not nefing them .......Question

Quote CCP Fozzie: ... The days of balance and forget are over.

S0NFANNA
Cause For Concern
#226 - 2011-11-25 01:01:14 UTC
While I respect everyone has an opinion:
This thread was started to discuss the options for balancing the Bosters, and while I realise this will have an effect on production, a debate on profitability is irrelevant here.

As has been stated, boosters could use a revamp, but these proposed, and rushed changes, would have made boosters a ''must have'' for pvp, supply would not match a serious increase in demand if boosters became a common feature of pvp as they are because production is time consuming and convoluted.

The skill changes as I have stated several times were poor. You cant defend the proposed changes on the basis of it ''it would have made 0.0 better'' because they would not have changed 0.0 at all, they simply would have driven up the price of the exisisting boosters. Sure, a few more people may have tried to manufacture the drugs, but essentially all it would have done is increase the profit margin.

As CCP have already stated in this thread, entry level pvp already has several hurdles such as faction ammo, t2, etc. Boosters do not need to be another layer of this, they need to remain a niche use, with difficult production and delivery.

tldr; please stop derailing the thread with arguments about profitability, its not importand here.
Captain Alcatraz
Republic Military School
Minmatar Republic
#227 - 2011-11-25 01:15:39 UTC
GJ CCP
Jaigar
Native Freshfood
Minmatar Republic
#228 - 2011-11-25 02:19:07 UTC
I sense scared super-cap pilots wanting to keep boosters out of the hands of possible dread fleets that might pop them...
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#229 - 2011-11-25 02:25:56 UTC
Jaigar wrote:
I sense scared super-cap pilots wanting to keep boosters out of the hands of possible dread fleets that might pop them...


Roll
Zendoren
Aktaeon Industries
#230 - 2011-11-25 04:28:48 UTC
Does anyone have a serious proposal to the booster issue that i can debate with instead of this e-peen contest over profitability?

We need some focus here. CCP has given us some time to debate this issue and come to a consensus on a viable fix. I have a solution up for debate but only one person has shown support for it which leads me to believe that most of you in here have some issues with it.

❒ Single ❒ Taken ✔ Playing EVE Online

CCP Guard > Where's the shoot button on this thing?

CCP Space Cadet > What's this "offline guns" button do?

Rangloff
Caldari Provisions
Caldari State
#231 - 2011-11-25 04:56:21 UTC
Zendoren wrote:
Does anyone have a serious proposal to the booster issue that i can debate with instead of this e-peen contest over profitability?

We need some focus here. CCP has given us some time to debate this issue and come to a consensus on a viable fix. I have a solution up for debate but only one person has shown support for it which leads me to believe that most of you in here have some issues with it.



Its cool we have a TON of time between now and the Summer expansion.
Grath Telkin
Amok.
Goonswarm Federation
#232 - 2011-11-25 05:26:30 UTC  |  Edited by: Grath Telkin
S0NFANNA wrote:


As has been stated, boosters could use a revamp, but these proposed, and rushed changes, would have made boosters a ''must have'' for pvp,


They would be, if supply was vastly increased, and I think supply would go up a bit but, because of new people making them, because-

S0NFANNA wrote:
supply would not match a serious increase in demand


The price would skyrocket, you even admit as much later in this post

S0NFANNA wrote:
production is time consuming and convoluted.


Exactly, not adding more sites keeps them super rare, theres no way they ever get to be MUST HAVEs because the system doesn't support MUST HAVES as is, they become extreme emergency use items, like, oh crap big fight time to pop this half billion isk strong blue pill, I NEED this boost.

S0NFANNA wrote:
You cant defend the proposed changes on the basis of it ''it would have made 0.0 better'' because they would not have changed 0.0 at all, they simply would have driven up the price of the exisisting boosters.


Yes, I can. The current condition of half the things wrong in game is CCP over nerfs or just straight gimps a ship or item out of the box then says they'll review if it needs fixing. EAF's have been waiting for that review for YEARS.

It just never comes.

This change would have made areas that produce drug materials in 0.0 worth a fortune, and it would have fixed some of whats taken people out of 0.0, the High Sec Incursions are worth so much more than anything else in game, and ratting as a source of alliance level income so utterly destroyed because of the huge expanses of crap space.

If you're unhappy about the skills thats fine, but denying that a change like this was anything but amazing for the potential player draw is ********.

So yes, in a game like EVE where all of 0.0 is empty unless there is a timer involved then you can infact argue to keep this change if it improves that system.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Baki Yuku
Doomheim
#233 - 2011-11-25 07:36:46 UTC
I think the main issue is most people that use them on some elusive ship setups are content with how they are now and would like to keep them that way (CHEAP!). Here's the thing doh boosters as they are now suck they are only useful on some elusive silly setups which some people seem to use. On most of these drugs the drawbacks or risk of it far out-wights the gains. And that is the reason why boosters are so cheap even doh they are freaking hard to build. Supply > demand right now!

So if CCP decides to do something about drawbacks ofc the price is gonna skyrocket but you know what I think that's okay. The people that run around doing sites and building these drugs should get something out of it.

And as far as the issue must have item goes that's just plain stupid. Well I love to listing to lowsec people who claim that slave sets have become a must have and such. Why? Because nobody in zero zero is stupid enough to fly around with such implants. And even if you do they do not make you invincible not even by a scratch. Okay you might lose a 1on1 against someone that uses drugs but these 1on1s don't exist anyways.
Destination SkillQueue
Doomheim
#234 - 2011-11-25 08:14:40 UTC
Baki Yuku wrote:
I think the main issue is most people that use them on some elusive ship setups are content with how they are now and would like to keep them that way (CHEAP!). Here's the thing doh boosters as they are now suck they are only useful on some elusive silly setups which some people seem to use. On most of these drugs the drawbacks or risk of it far out-wights the gains. And that is the reason why boosters are so cheap even doh they are freaking hard to build. Supply > demand right now!

So if CCP decides to do something about drawbacks ofc the price is gonna skyrocket but you know what I think that's okay. The people that run around doing sites and building these drugs should get something out of it.

And as far as the issue must have item goes that's just plain stupid. Well I love to listing to lowsec people who claim that slave sets have become a must have and such. Why? Because nobody in zero zero is stupid enough to fly around with such implants. And even if you do they do not make you invincible not even by a scratch. Okay you might lose a 1on1 against someone that uses drugs but these 1on1s don't exist anyways.


I don't care if they become must have items or not, but having them give such huge bonuses without any downsides in their use seems like a huge mistake to me. I'm ok with having the downides tweaked in some form to make drug use more appealing to a larger segment of players, but if the downsides are just plain removed, the benefits need to be nerfed hard. We all know that cost alone isn't a good balancing mechanic and every time CCP has tried that it has brought huge problems to the game, so the better drugs need a real downside to them to keep things balanced.

Actually it would makes sense to tier up drugs so there are easy entry level ones with small boost and no side effects. As you increase the bonus you gain, CCP should increase the side effects and even bring addiction mechanics to the game. Basicly make it so, that low level boosters are easily available and widely used buffs with low entry barrier and cost(few percentage point bonuses at max). While the strong drugs are expensive, have nasty side effects and cause addiction(negative bonuses, that can be removed permanently by not using drugs during a certain period of time or temporarily by using more drugs of that type.) Something like this would achieve a wide demand for drugs, while at the same time keeping the game changing ones in the niche even for the people who can afford them on a constant basis.
Baki Yuku
Doomheim
#235 - 2011-11-25 09:54:48 UTC  |  Edited by: CCP Phantom
Destination SkillQueue wrote:
Baki Yuku wrote:
I think the main issue is most people that use them on some elusive ship setups are content with how they are now and would like to keep them that way (CHEAP!). Here's the thing doh boosters as they are now suck they are only useful on some elusive silly setups which some people seem to use. On most of these drugs the drawbacks or risk of it far out-wights the gains. And that is the reason why boosters are so cheap even doh they are freaking hard to build. Supply > demand right now!

So if CCP decides to do something about drawbacks ofc the price is gonna skyrocket but you know what I think that's okay. The people that run around doing sites and building these drugs should get something out of it.

And as far as the issue must have item goes that's just plain stupid. Well I love to listing to lowsec people who claim that slave sets have become a must have and such. Why? Because nobody in zero zero is stupid enough to fly around with such implants. And even if you do they do not make you invincible not even by a scratch. Okay you might lose a 1on1 against someone that uses drugs but these 1on1s don't exist anyways.


I don't care if they become must have items or not, but having them give such huge bonuses without any downsides in their use seems like a huge mistake to me. I'm ok with having the downides tweaked in some form to make drug use more appealing to a larger segment of players, but if the downsides are just plain removed, the benefits need to be nerfed hard. We all know that cost alone isn't a good balancing mechanic and every time CCP has tried that it has brought huge problems to the game, so the better drugs need a real downside to them to keep things balanced.

Actually it would makes sense to tier up drugs so there are easy entry level ones with small boost and no side effects. As you increase the bonus you gain, CCP should increase the side effects and even bring addiction mechanics to the game. Basicly make it so, that low level boosters are easily available and widely used buffs with low entry barrier and cost(few percentage point bonuses at max). While the strong drugs are expensive, have nasty side effects and cause addiction(negative bonuses, that can be removed permanently by not using drugs during a certain period of time or temporarily by using more drugs of that type.) Something like this would achieve a wide demand for drugs, while at the same time keeping the game changing ones in the niche even for the people who can afford them on a constant basis.


Did you bother to take a look at the changes that where on SISI? While yes they removed side effects they also reduced the boosts they give on SISI even strong drugs only gave 20% boost... compared to 30% before so it was quit alright because 20% is not game breaking. These changes where not perfect but they would have been an improvement expect for these lowsec *** that use them all the time on their crappy **** fits and are scared to **** their drugs are gonna get expensive.

As to side effects well I don't mind them as long as there is a way to reduce or with enough skill-time and implants remove them entirely.. Because paying lots of isk to get nerf'd in combat is stupid. Also chance based side effects are ********.
So yes side effects if you really want them need a total overhaul as well as the implants and skills benefiting boosters.

Edit: Please do not avoid the profanity filter, CCP Phantom.
Destructor1792
Sebiestor Tribe
Minmatar Republic
#236 - 2011-11-25 14:56:24 UTC
Well myself, I tried the boosters with no side effects & actually thought that maybe I might start using them after the patch.

Then logged on today to find the penalties are all back!!!

Chances of using them if it goes live with the penalties? zero

Chances of using them minus the penalties but with reduced effect? Very high

Not fired a shot in anger since 2011.... Trigger finger is starting to get somewhat itchy.......

Zendoren
Aktaeon Industries
#237 - 2011-11-25 15:18:25 UTC  |  Edited by: Zendoren
Grath Telkin wrote:

Exactly, not adding more sites keeps them super rare, theres no way they ever get to be MUST HAVEs because the system doesn't support MUST HAVES as is, they become extreme emergency use items, like, oh crap big fight time to pop this half billion isk strong blue pill, I NEED this boost.


I hate to make this reference again as it appears that you did not take my first hint. We have tried to use the in game economy to balance game play before. It's called super capitals. As you can see this idea will not work because in fact the market WILL support MUST HAVES and players will find ways to do so.

Yes, i agree that if this change was to be put on TQ, boosters would initially be balanced out by the scarcity the raw materials and boosters themselves. However, as history has shown us, once the price gets to a point where ladar sites are worth a damn, Then everybody and their grandmother will be doing ladar sites and flooding the market with gass and then the boosters will be like supers are now on the WTS EVE-O forums. NOT GOOD. I base this on the fact that Ladar sites are indeed plateful in this game. I know some of you in here have argued that ladar sites are rare. I happen to disagree. I think we have plenty of ladar sites to be found. the issue is the improved and strong BPC's found within.

I'm sure you can see that given enough time, boosters w/out side effects would be a bad thing for PVP as a whole and that this issue would lead us to a similar situation as we are with supers caps now.

Boosters need to balanced within its self instead of relying on the market. By using the market to balance game play, you are inviting players to create market bubbles centered around the issue you want to balance (kind of how the housing market is in the USA was once the federal government started it's march towards affordable home ownership) and we can all agree that this is a bad idea. Boosters need a side effect just like Rigs and stacking modules need negative side effects. These negative side effects need to be proportional to the amount of benefit each level of booster gives.

Grath Telkin wrote:


Yes, I can. The current condition of half the things wrong in game is CCP over nerfs or just straight gimps a ship or item out of the box then says they'll review if it needs fixing. EAF's have been waiting for that review for YEARS.

It just never comes.

This change would have made areas that produce drug materials in 0.0 worth a fortune, and it would have fixed some of whats taken people out of 0.0, the High Sec Incursions are worth so much more than anything else in game, and ratting as a source of alliance level income so utterly destroyed because of the huge expanses of crap space.



I happen to agree with you here; however, i do not like the idea of balancing this issue on the backs of low-sec PVPers. I understand your reason for wanting this change; however, we need to find a balanced approach and spread this risk reward balance issue over a wider area of game play then just on the shoulders of PVPers with boosters.

❒ Single ❒ Taken ✔ Playing EVE Online

CCP Guard > Where's the shoot button on this thing?

CCP Space Cadet > What's this "offline guns" button do?

Zendoren
Aktaeon Industries
#238 - 2011-11-25 15:19:22 UTC  |  Edited by: Zendoren
Baki Yuku wrote:

Did you bother to take a look at the changes that where on SISI? While yes they removed side effects they also reduced the boosts they give on SISI even strong drugs only gave 20% boost... compared to 30% before so it was quit alright because 20% is not game breaking. These changes where not perfect but they would have been an improvement expect for these lowsec a.s.s.h.o.l.e.s that use them all the time on their crappy **** fits and are scared to **** their drugs are gonna get expensive.

As to side effects well I don't mind them as long as there is a way to reduce or with enough skill-time and implants remove them entirely.. Because paying lots of isk to get nerf'd in combat is stupid. Also chance based side effects are ********.
So yes side effects if you really want them need a total overhaul as well as the implants and skills benefiting boosters.


I see your point and yes the boosters were diluted as a trade off to no side effects. However, there in lies the problem. With the boosters diluted, they lose their current niche. Boosters would move from being an item that you use when **** starts to get sideways so you can GTFO to an item that you take while in a station and lasts all day long. One of these game mechanics we already have, it's called implants. I believe booster were designed and should remain as a high risk risky game mechanic that people choose to use in desperate situations not another implant mechanic by another name.

As for the must have issue. If you cant see that once boosters are main stream w/out side effects and supply over takes demand (and it will given enough time) than you are blind. Even the devs have acknowledge this fact.

I invite you to take a read of my booster balancing proposal.

https://forums.eveonline.com/default.aspx?g=posts&m=398280#post398280

❒ Single ❒ Taken ✔ Playing EVE Online

CCP Guard > Where's the shoot button on this thing?

CCP Space Cadet > What's this "offline guns" button do?

CarbonFury
Caldari Provisions
Caldari State
#239 - 2011-11-25 15:45:03 UTC
Zendoren: super capitals are restricted. There is far more isk in this game than there are supercapitals to give them. If you think PL has a lot of supercaps just imagine we and everyone else in eve could buy them off Jita market because you could manufacture in empire stations rather than pos's. The number of supers in game may be higher than you like, but they are restricted and with the new logoffski nerf theres gonna be a lot more dead ones.

Do you feel the same way about Pithum A-Type Medium Shield Boosters? They are worth a fortune because of the awesome boost they give and their rarity. What about officer mods? The point is that these mods are worth a lot because they're limited in supply (as boosters would be) and they give a dramatic advantage if you're willing to find or buy them (as boosters would be). If people started farming the **** out of Ladar sites then you would see production come up and price come down, then as demand increased because of the lower price the price would naturally be forced back up. Then only the rich can have strong boosters ... and guess what? Thats the way it should be. Anyone in this game can get rich and afford boosters if they put the effort and time in... and guess what? If they don't put the effort and time in then they shouldn't get rich!

There is no balance in Eve and nor should there be as it doesn't exist in the real world either. Eve is about rock-paper-scissors i.e. counters to counters to counters..
Hi there exile booster, meet my curse! Hi there Nano ship, meet my rapier! Hi there Tier3 BC Gang, meet my bombers!
Hans Jagerblitzen
Ice Fire Warriors
#240 - 2011-11-25 17:01:28 UTC
Destination SkillQueue wrote:

Actually it would makes sense to tier up drugs so there are easy entry level ones with small boost and no side effects. As you increase the bonus you gain, CCP should increase the side effects and even bring addiction mechanics to the game. Basicly make it so, that low level boosters are easily available and widely used buffs with low entry barrier and cost(few percentage point bonuses at max). While the strong drugs are expensive, have nasty side effects and cause addiction(negative bonuses, that can be removed permanently by not using drugs during a certain period of time or temporarily by using more drugs of that type.) Something like this would achieve a wide demand for drugs, while at the same time keeping the game changing ones in the niche even for the people who can afford them on a constant basis.


Minus the addiction mechanics, this is exactly how drugs already work on tranquility. This is nothing new, its been this way for years.

Synth boosters are widely available - if not on the market, they're easy as cake to produce. Mykoserocin clouds are everywhere, even in higsec, and the sites that drop reactions and blueprints for Synth's can be run in an assault ship. They have no side effects, and minimal boosts. Young, low skill pilots, can get involved in this, just as many others have.

Each class of drugs, standard, improved, and strong, have increased bonuses and increased side effects, just like you are proposing. They also jump radically in production difficulty as you go up in size, but it is worth it because the profit margin off strong boosters is much higher than the profit margin off standard boosters.

The game changing ones, especially the Strongs, are indeed affordable on a constant basis. Some are more popular than others, but I'm able to move strongs at a nice clip because I've established relationships with PvP pilots who enjoy them and have trained enough skills to mitigate the side effects quite nicely, and know when to use them in what ships.

The idea that booster side effects currently make them unusable is just silly. If they were so bad that they crippled ships all the time, I wouldn't have people sending me a steady stream of orders for just about every flavor in just about every strength. I still get referrals from people all the time where I learn about a new use for a drug on a new fit. There is plenty of creative, skilled pilots out there making good use of these. Whining because people aren't using them properly and dying isn't a good reason to overhaul the system.

Boosters, due to their illegality, are a black market item. Most trading leaves no record on the market, and the prices that are there are usually pretty borked. The people selling boosters on the market often are mostly the market speculators, not booster producers selling directly to booster users.

Smuggling isn't an issue for me because if I was shuttling strong boosters to Jita, they wouldn't sell very fast, and I'd rack up a huge penalty in terms of fines that would erode my profit margin. Thus, it saves time, isk, and promotes faster sales to simply seek out regular bulk buyers already in lowsec / nullsec and bypass all the hazards of the mainstream market.

I understand those that want the "3p33n" battle over profitability to simply go away, but its completely relevant to this discussion. Many have been crying that the hassle over booster manufacturing is simply too much for them to bother with, and want it dumbed down so they can get involved (and make an obscene profit for minimal work, due to spike in demand). This is unnecessary, since there already exists entry-level drug manufacturing that is really easy to get into, with gas clouds in abudance everywhere.

CCP Ytterbium wanted a system that's easy to get into, but difficult to master and profit from. That's exactly what we have today. A few individuals have thrown out some straw man arguments that arrogantly state that "I did this, I couldn't profit, therefore no one else can't either." If we're going to keep this discussion rooted in facts, lets stop basing assumptions about a black market profession on mainstream market data , historical scenarios from years past, or their a couple of testimonies from failed attempts at success.

And no, the burden is not on me as a booster salesman to reveal my numbers. I have everything to lose by explaining to everyone else how I run my business (even though I've shared most of it already in the name of education and healthy debate) but they have nothing to lose by proving me wrong if they actually have the numbers to back up their claim that booster production is conducted at a net loss, which it isn't.

CPM0 Chairman / CSM7 Vice Secretary