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Dev blog: The Price of Change

First post First post
Author
CCP Greyscale
C C P
C C P Alliance
#721 - 2014-05-30 11:48:37 UTC
I don't like talking in absolutes because I don't believe that certainty is ever justified for anything that doesn't have a mathematical proof, but if it'll make you happier: the prices cannot go into a death spiral because it would require hyperinflation, and we will not have hyperinflation while a sufficiently large proportion of purchasing power is dictated by non-inflation-linked incomes (ie, NPC bounties and mission rewards). The economy can stretch in that direction, and it'll make a lot of mission-runners and ratters comparatively poorer if it happens, but the economy as a whole cannot run away with itself while it's anchored by bounty payouts. In the exceedingly unlikely event that we've missed something hugely fundamental and the very basic math underpinning these changes turns out not to hold up in practice, this anchoring will allow us to fix the problem before critical damage is done. In the overwhelmingly likely case that this is not a problem, the system we're implementing right now is considerably simpler, which is a huge virtue. I understand and very much sympathize with where you're coming from in terms of wanting absolute certainty, but in this case we're making a deliberate tradeoff with both eyes open.
Seith Kali
Caldari Provisions
Caldari State
#722 - 2014-05-30 12:29:22 UTC  |  Edited by: Seith Kali
CCP Greyscale wrote:

Weaselior wrote:
CCP Greyscale wrote:
Weaselior wrote:
CCP Greyscale wrote:
As in, total global hours for each activity type?


Yeah, so we can model what sort of costs we can expect post-patch. Whatever it is at this moment is 'good enough' for that sort of modeling.


I've got the OK to release those numbers but the guy who has the data has gone home for the day (I only have percentages in my working sheet). I'll try and post them up tomorrow morning.

Did these get posted? I didn't see them.


Still on my to-do list, sorry about the delay.



Hey Greyscale, not to nag but we really have potentially a lot of work ahead of us. Any chance we can get these?

Edit: We can't really do much in terms of solid feedback on the numbers until we have them either.

Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege. 

Valterra Craven
#723 - 2014-05-30 15:54:39 UTC  |  Edited by: Valterra Craven
CCP Greyscale wrote:
but the economy as a whole cannot run away with itself while it's anchored by bounty payouts.


I'm not sure I've been mollified by your statement since you haven't really addressed Plex prices or the fact that you guys were so concerned about how quickly they were going up that you had to release Plex seized from RMTers....

I'm not saying everything should hendge on Plex, but it is a good place to start and is one way to gauge the eve economy.

I also understand its not really your job to mollify me (or other players for that matter), but I really wish you guys would determine install costs on something more realistic like an item's build cost rather than its sell price. I wish I had mynnna's talents with math or a better way words, but I suppose this will have to do.
Odoya
Aeon Abraxas
#724 - 2014-05-31 00:30:16 UTC  |  Edited by: Odoya
CCP Greyscale wrote:
I don't like talking in absolutes because I don't believe that certainty is ever justified for anything that doesn't have a mathematical proof, but if it'll make you happier: the prices cannot go into a death spiral because it would require hyperinflation, and we will not have hyperinflation while a sufficiently large proportion of purchasing power is dictated by non-inflation-linked incomes (ie, NPC bounties and mission rewards). The economy can stretch in that direction, and it'll make a lot of mission-runners and ratters comparatively poorer if it happens, but the economy as a whole cannot run away with itself while it's anchored by bounty payouts. In the exceedingly unlikely event that we've missed something hugely fundamental and the very basic math underpinning these changes turns out not to hold up in practice, this anchoring will allow us to fix the problem before critical damage is done. In the overwhelmingly likely case that this is not a problem, the system we're implementing right now is considerably simpler, which is a huge virtue. I understand and very much sympathize with where you're coming from in terms of wanting absolute certainty, but in this case we're making a deliberate tradeoff with both eyes open.


This is a fair statement, but the problem is your observation is not a proof either. And, there's no real safety net, the loss of player position (status, wealth, competitive edge) is not reversible and it's impact is not universally (or randomly) applied.

Prior quarterly reports (Q4 2010) show that the impact of PLEX on the EVE CPI with a 6% increase was massive even with bounties as the largest generator of currency (in the trillons). There are additional variables in play too like a drop in paid subscribers with point releases, an arbitrary increase in LP items that bypass taxes, the devaluation of skills (isk sink) and state standings (opportunity cost), etc... So my concern is that the full, nuanced relationship is not known nor are the consequences reversible. I am sufficiently invested in EVE timewise to be concerned.

If the CCP data in the quarterly reports is accurate, a drop in paid users (assuming them to be the one's with relatively larger wallets) means an exit of currency from the game for an unknown duration of time, there is also a loss of transaction opportunities. The loss of currency may not be so bad depending on how it was being used. However, If the velocity of transactions slow or markets dry up, inventories increase and marginal producers are pushed out and the disincentives of tax (currency destruction) rates combine for some unanticipated exponential impact.

Totally speculative, but we've seen, per CCP, that PLEX has a huge impact on the game, especially when PLEX creation outpaces any reductions in ingame cost. And, even worse, CCP cancelled the Quarterly Report. So the ability to have a discussion based on proof is hampered greatly.
Darin Vanar
Federal Navy Academy
Gallente Federation
#725 - 2014-05-31 01:14:53 UTC  |  Edited by: Darin Vanar
Odoya wrote:
CCP Greyscale wrote:
I don't like talking in absolutes because I don't believe that certainty is ever justified for anything that doesn't have a mathematical proof, but if it'll make you happier: the prices cannot go into a death spiral because it would require hyperinflation, and we will not have hyperinflation while a sufficiently large proportion of purchasing power is dictated by non-inflation-linked incomes (ie, NPC bounties and mission rewards). The economy can stretch in that direction, and it'll make a lot of mission-runners and ratters comparatively poorer if it happens, but the economy as a whole cannot run away with itself while it's anchored by bounty payouts. In the exceedingly unlikely event that we've missed something hugely fundamental and the very basic math underpinning these changes turns out not to hold up in practice, this anchoring will allow us to fix the problem before critical damage is done. In the overwhelmingly likely case that this is not a problem, the system we're implementing right now is considerably simpler, which is a huge virtue. I understand and very much sympathize with where you're coming from in terms of wanting absolute certainty, but in this case we're making a deliberate tradeoff with both eyes open.


This is a fair statement, but the problem is your observation is not a proof either. And, there's no real safety net, the loss of player position (status, wealth, competitive edge) is not reversible and it's impact is not unilateraly (or randomly) applied.

Prior quarterly reports (Q4 2010) show that the impact of PLEX on the EVE CPI with a 6% increase was massive even with bounties as the largest generator of currency (in the trillons). There are additional variables in play too like a drop in paid subscribers with point releases, an arbitrary increase in LP items that bypass taxes, the devaluation of skills (isk sink) and state standings (opportunity cost), etc... So my concern is that the full, nuanced relationship is not known nor are the unreversible consequences. I am sufficiently invested in EVE timewise to be concerned.

If the CCP data in the quarterly reports is accurate, a drop in paid users (assuming them to be the one's with relatively larger wallets) means an exit of currency from the game for an unknown duration of time, there is also a loss of transaction opportunities. The loss of currency may not be so bad depending on how it was being used. However, If the velocity of transactions slow or markets dry up, inventories increase and marginal producers are pushed out and the disincentives of tax (currency destruction) rates combine for some unanticipated exponential impact.

Totally speculative, but we've seen, per CCP, that PLEX has a huge impact on the game, especially when PLEX creation outpaces any reductions in ingame cost. And, even worse, CCP cancelled the Quarterly Report. So the ability to have a discussion based on proof is hampered greatly.


Hi,

Odoya, you are clearly very intelligent and have an extensive education. Sometimes, most of the posts you write lose me as a reader in the first paragraphs because they are so technical but this one I was able to follow and I actually understand! Yay me! I agree, and have to say that is a very astute analysis of the complexity of the game and the many factors involved without using lots and lots of words.. Something I am guilty of.

My initial thoughts were on the line of, 'hmm, developers say economy is anchored on bounty payouts - no way that can be true'.

Maybe it could have been true five years ago, but, today, EvE is a beast of its own. I doubt the economy is anchored or tied to any specific form of income. There is just too much ISK in the system for any of it to matter. The risk of damaging it or downright breaking it, is still very high.

Anyway, +1 :)
Darin Vanar
Federal Navy Academy
Gallente Federation
#726 - 2014-05-31 01:52:25 UTC
I would just like to add to that technical analysis an anecdote of my own.

The short version is: never rely entirely on metrics!

I used to play SWTOR, actually straight from launch until Georg Zeller, the lead designer in charge of game balance, decided his metrics showed that endgame raids were too easy for players to clear, and instated such a severe nerf patch that was mainly aimed at healers but produced other side effects as well, that the game just became unfun to play from a general, landscape play, point of view. Your general, 1-50 gameplay, just became very tedious due to the overhaul in that patch.

I actually had a moment of clarity of taking myself out of the game and realizing how unfun the game had become and how much I missed playing the game prior to the "raid fixes" patch that ultimately didn't even succeed in doing that, and the entire game became free to play shortly after.

Never rely entirely on metrics!

Metrics say this, metrics say that. If we do change a), metrics say that will improve value b). Things like that can completely destroy the actual gameplay value for players that the change is not even directed at. Like me, because the metrics said raiding was too easy, they nerfed my class so badly that I found leveling and just playing the game so much of a chore, that I just couldn't play it anymore. It became, "not worth my time".

How is this relevant here?

Fun matters. Consider changes very carefully because if the game becomes too 'annoying' to play but the actual metrics tell you that your changes are correct, you are going to fall into the same trap. The average player won't understand the severe cost hike, won't understand why they have to suddenly move all their blueprints around, or make copies to move around, won't understand why they can't remote research anymore, won't understand why any of that is needed, and will give up on industry all-together, because the whole process just became 'unfun'. Read, too much of a hassle.

The 'hardcore raider' or in this case, the alliances that are very organized and can counter these changes, these changes won't matter to them because they are playing at a level that is "up here". And the average player is "down there", plus generally doesn't have the drive to play the game a 'hardcore raider' plays anyway. They don't want to.

That's just a fact for how games play out, if you cater your game to the highest end, largely it will suffer.

A healthy game population consists of casual players, players that just login to fly a new ship or try something new, to players that just literally use your game client to create portraits they like. These players actually exist in EvE! Along with players that play the game more, say, competitively. Not everyone has the same goals, or the same ambition to play the game a certain way. Some just play it to relax after a stressful day.

You, as designers, are tasked with interpreting metrics to account for all of that - to ensure the game remains fun to play, that when you login, it is "worth your time", even if you have small goals in mind. Otherwise you are left with a community of the truly hardcore and even if you retain that community, like in other games, the game cannot survive solely with a focus on that. It needs to retain all sorts of playstyles, in order for you to remain successful, as a business.

The game today, I think can sustain a wide variety of playstyles. The game that is coming in Crius, I think is going to be like a rude awakening to a large majority of players who may not receive it with welcoming arms.

Metrics are not everything!

Fun is everything. Ask yourself, "is this fun", before you enact a change, not by consulting a long trail of metrics or you will fall into a design trap.
Seith Kali
Caldari Provisions
Caldari State
#727 - 2014-05-31 07:33:41 UTC  |  Edited by: Seith Kali
Darin Vanar wrote:

Fun is everything. Ask yourself, "is this fun", before you enact a change, not by consulting a long trail of metrics or you will fall into a design trap.


Nice little speech, friend, but I must interject. These changes absolutely ARE going to be fun, so I am not entirely sure of your point?

Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege. 

Odoya
Aeon Abraxas
#728 - 2014-05-31 08:04:34 UTC
Seith Kali wrote:
Darin Vanar wrote:

Fun is everything. Ask yourself, "is this fun", before you enact a change, not by consulting a long trail of metrics or you will fall into a design trap.


Nice little speech, friend, but I must interject. These changes absolutely ARE going to be fun, so I am not entirely sure of your point?


So some absolutes are more absolute than others ;-) No, wait, I got something better... what do you think this is... a game?!?!
Darin Vanar
Federal Navy Academy
Gallente Federation
#729 - 2014-05-31 08:36:52 UTC
Seith Kali wrote:
Darin Vanar wrote:

Fun is everything. Ask yourself, "is this fun", before you enact a change, not by consulting a long trail of metrics or you will fall into a design trap.


Nice little speech, friend, but I must interject. These changes absolutely ARE going to be fun, so I am not entirely sure of your point?


Hi!

Thank you, I am glad you enjoyed my little speech. :)

I am also glad that you are looking forward to the changes, at least some people will love them. I wish I felt more positive towards them.

*grumble grumble* If I had my own little minmatar outpost, in a corner of highsec I probably would be less inclined for doom and gloom moods these days. *grumble* But I digress.

My point was a cautionary tale of my horrible time towards the end of SWTOR, and the huge forum volatility there that also ended up doing nothing - Georg Zeller had his metrics, and we were to like the changes, or leave the game if we didn't, which many of course did. Myself included.

I would hate to see this industry revamp have a similar effect in EvE. :(
I lived through a time like that and I was pretty dedicated to SWTOR and let me tell you, it was horrible to have it end the way it did. I would hate to have that happen here.

I am not a very old player to EvE but even I think myself nostalgic about the current game. And I'm a highsec muppet!

You have to take the stage sometimes, and warn developers from their extensive metrics and data and just point out to them that players, in the end, just want to have fun in the games they create. Throw away the metrics!

They don't help you as much as you think they do.
Maenth
The Thirteen Provinces
#730 - 2014-05-31 23:18:46 UTC
Quote:
I understand that there needs to be economies of scale, in fact Ive criticized Eve for not having that already, but this implementation seems to have unintended consequences because T2 BPO users can simply put their BPO in for a 30 day manufacturing run which is something that inventors cannot do.

My potential fix for this would be to allow anyone using a BPC to put in a stack of BPCs of the same ME/TE and run them all as one big job thus gaining the economies of scale that T2 BPO owners get, and having the added advantage of reducing the clickfest of manufacturing off of invention.


THIS. PLEASE. PLEEEEASE.
If we can do batch jobs, then I can play EVE while I play EVE.

Drones. Drones are a means to an end. An end to the ruthless Caldari 'progress' machines. An end to the barbaric 'redemption' proposed by the Amarr. What they see as chaos shall be my perfect order, merely beyond their comprehension.

Skalle Pande
Teknisk Forlag
#731 - 2014-06-01 14:14:05 UTC
Darin Vanar wrote:
Seith Kali wrote:
Darin Vanar wrote:

Fun is everything. Ask yourself, "is this fun", before you enact a change, not by consulting a long trail of metrics or you will fall into a design trap.

Nice little speech, friend, but I must interject. These changes absolutely ARE going to be fun, so I am not entirely sure of your point?

Hi!

Thank you, I am glad you enjoyed my little speech. :)

I am also glad that you are looking forward to the changes, at least some people will love them. I wish I felt more positive towards them.

+1

I enjoyed your speech too, and I am in total agreement. Except that I have even less of an opinion on the consequenses of the coming industrial revamp than you do. I simply can't figure it out in advance, have to see for myself when we get there.

But the bottom line: The game still has to be FUN for as many players as possible, hardcore gamers and casuals, pirates and carebears, industrialists and combat pilots alike. This is very clear and very important. If CCP can keep that balance, it will continue to attract new players, the game will continue as a commercially viable enterprise and therefore it will continue to exist and evolve as a game. If not, well - it won't. And the subjective feeling of the players is always more important than objective but abstract metrics.

The revamp is risky business, but let's see what it really is like, when it comes. Seith Kali may be from one of the very well organised groups in EVE, which you and I are not, but he/she may still be right. Somehow.
Skalle Pande
Teknisk Forlag
#732 - 2014-06-01 18:03:47 UTC
Hirogenale wrote:
CCP Greyscale wrote:
Valterra Craven wrote:
Noting this here...
CCP Greyscale wrote:

I'm making a note to recheck the blog feedback threads tomorrow afternoon, so please post any questions/concerns you have about things that aren't the CSV I posted earlier in those threads, make it clear in the first sentence that you're reposting there because I've asked you to, and I'll prioritize answering those questions tomorrow if they aren't terrible. Deal? :)

(...) I'm wondering why the fee structure to install jobs is based off the market price of an item instead of the build cost of an item. In other words, wouldn't it be simpler to base the build fee based off the base build cost of the item?

In other words, figure out the base build cost of the item based on current market prices for the inputs that are required. (...)


Probably the biggest problem with trying to base build costs off component prices is that some items are built with components that move in very low volumes, making them more susceptible to manipulation. (...)

If it becomes problematic we're open to changing it, but we don't expect any trouble in this area.


Since the product is low volume too its theoretically at least as likely to get manipulated as the materials its produced from.

+ since the individial Materials usually make up only a part of the total Materials needed and its a lot harder to manipulate all Materials, it should reduce the risk of Manipulation. (and if manipualtion happens it effects get dampened)


Agreeing with that - it makes sense that having a composite of prices as basis makes it less susceptible to manipulation. And further, it makes sense both gamewise and lorewise to tax the input rather than the output.

In fact, I like Darin Vanar's proposition: Make it a simple, sensible equation, based on what production is about: volume of input or output (whichever is highest - space must be a valuable commodity inside stations), difficulty (tech level, i.e workforce quality) and price of input materials (leaving out the blueprint, it is not a material, it is a recipe). To this basis, you can add skills, system busyness, installations, teams and what have you, but please leave out product price, it is silly. All those values are readily available for each and every producable item in the game. Serverload-wise there can be no difference at all, and you would get a much more believable and robust figure.
Maenth
The Thirteen Provinces
#733 - 2014-06-01 20:12:25 UTC
Darin Vanar wrote:


...

*grumble grumble* If I had my own little minmatar outpost, in a corner of highsec I probably would be less inclined for doom and gloom moods these days. *grumble* But I digress.

...

I am not a very old player to EvE but even I think myself nostalgic about the current game. And I'm a highsec muppet!

You have to take the stage sometimes, and warn developers from their extensive metrics and data and just point out to them that players, in the end, just want to have fun in the games they create. Throw away the metrics!

They don't help you as much as you think they do.



As someone with a POS and doing many industry activities, I'll say that according to what I've seen is coming, it will be more fun... a lot of the fun in industry is in examining numbers and statistics, market data and comparisons... and some of the changes to be made will reduce a lot of the tedious and menial tasks in industry (so much clicking!) and allow us to focus on the numbers and the numbers that we care about =)

Drones. Drones are a means to an end. An end to the ruthless Caldari 'progress' machines. An end to the barbaric 'redemption' proposed by the Amarr. What they see as chaos shall be my perfect order, merely beyond their comprehension.

Sigras
Conglomo
#734 - 2014-06-01 20:48:26 UTC
Darin Vanar wrote:
Some of that data is already there - what I mean, is things like when you browse Isis, you have hull sizes, medium and large. Things like that could account for scale and not having to create separate considerations for things like ammo.

Difficulty in making the item could be as simple as T1 - T2 - T3, or the meta equivalent.

Scale of the item represents how much space you need to rent in the facility in order to assemble the item. For example, you would need to rent out a very large space to accommodate building anything with a large hull. Medium modules would be something in the standard range, and small would give you a discount.

I cannot see any "difficulty" multiplier that would keep prices relevant for T2 ships while preventing them from becoming ridiculous for ammo. The problem with sweeping suggestions is that there are like a billion edge cases in Eve which make them impossible.

For example, lets just throw some simple numbers out there:

Say it costs 7 isk per m^3 of the unpackaged item to manufacture with a meta level multiplier
That means that a thorax costs 784,000 ISK to manufacture... thats just over 7% which is what theyre aiming for IIRC
That means a deimos should cost 3,920,000 (784,000 * 5) which is just over 2% ... i guess thats ok

ok, so Antimatter M is 0.0125 m^3 and you make 100 rounds a run, so the run size is 1.25 m^3 which makes the manufacture cost 8.75... see the problem?
Darin Vanar wrote:
Things like that, it just saddens me that they didn't try to create a basic, underlying formula to creating this cost mechanic and instead went for the easy route of, let's just take the estimated value of the item, and hope it doesn't blow up in our faces kind of thing. EvE is a simulation, and none of this is work that the player has to do, so why not present this idea to the user? Show them there is something else happening behind the scenes, give them an insight to the inner workings of the EvE universe without demanding their input or attention, just knowing it is there and most of all, functioning correctly in a simulation of the EvE world itself.

I have two problems with the above statement:

1. Eve is NOT a simulation ... If you think it is, i suggest you go take a physics class to see why ships in space dont need to bank to turn, and why you should not hear anything in space.
2. I believe they very carefully chose their formula, they want manufacturing to be inflation and growth proof. Your idea does not account for inflation and would need to be continually readjusted
CCP Greyscale
C C P
C C P Alliance
#735 - 2014-06-02 10:44:46 UTC
Valterra Craven wrote:
CCP Greyscale wrote:
but the economy as a whole cannot run away with itself while it's anchored by bounty payouts.


I'm not sure I've been mollified by your statement since you haven't really addressed Plex prices or the fact that you guys were so concerned about how quickly they were going up that you had to release Plex seized from RMTers....

I'm not saying everything should hendge on Plex, but it is a good place to start and is one way to gauge the eve economy.

I also understand its not really your job to mollify me (or other players for that matter), but I really wish you guys would determine install costs on something more realistic like an item's build cost rather than its sell price. I wish I had mynnna's talents with math or a better way words, but I suppose this will have to do.


I'm deliberately not considering PLEX because they are a financial anomaly in a number of respects (principally that their supply is controlled in a way that nothing else in the game is, and that they are used to an unmatched degree as something akin to a financial instrument) and follow a different set of rules.

Odoya wrote:
CCP Greyscale wrote:
I don't like talking in absolutes because I don't believe that certainty is ever justified for anything that doesn't have a mathematical proof, but if it'll make you happier: the prices cannot go into a death spiral because it would require hyperinflation, and we will not have hyperinflation while a sufficiently large proportion of purchasing power is dictated by non-inflation-linked incomes (ie, NPC bounties and mission rewards). The economy can stretch in that direction, and it'll make a lot of mission-runners and ratters comparatively poorer if it happens, but the economy as a whole cannot run away with itself while it's anchored by bounty payouts. In the exceedingly unlikely event that we've missed something hugely fundamental and the very basic math underpinning these changes turns out not to hold up in practice, this anchoring will allow us to fix the problem before critical damage is done. In the overwhelmingly likely case that this is not a problem, the system we're implementing right now is considerably simpler, which is a huge virtue. I understand and very much sympathize with where you're coming from in terms of wanting absolute certainty, but in this case we're making a deliberate tradeoff with both eyes open.


This is a fair statement, but the problem is your observation is not a proof either. And, there's no real safety net, the loss of player position (status, wealth, competitive edge) is not reversible and it's impact is not universally (or randomly) applied.

Prior quarterly reports (Q4 2010) show that the impact of PLEX on the EVE CPI with a 6% increase was massive even with bounties as the largest generator of currency (in the trillons). There are additional variables in play too like a drop in paid subscribers with point releases, an arbitrary increase in LP items that bypass taxes, the devaluation of skills (isk sink) and state standings (opportunity cost), etc... So my concern is that the full, nuanced relationship is not known nor are the consequences reversible. I am sufficiently invested in EVE timewise to be concerned.

If the CCP data in the quarterly reports is accurate, a drop in paid users (assuming them to be the one's with relatively larger wallets) means an exit of currency from the game for an unknown duration of time, there is also a loss of transaction opportunities. The loss of currency may not be so bad depending on how it was being used. However, If the velocity of transactions slow or markets dry up, inventories increase and marginal producers are pushed out and the disincentives of tax (currency destruction) rates combine for some unanticipated exponential impact.

Totally speculative, but we've seen, per CCP, that PLEX has a huge impact on the game, especially when PLEX creation outpaces any reductions in ingame cost. And, even worse, CCP cancelled the Quarterly Report. So the ability to have a discussion based on proof is hampered greatly.


No, it's absolutely not a proof, that's my point. I can be honest and say "we think" and be criticized for being uncertain, or I can be pragmatic and say "we're confident" and be called out on theory-of-knowledge grounds :)
Sabriz Adoudel
Move along there is nothing here
#736 - 2014-06-02 11:35:12 UTC
On PLEX and their impact, a lot depends upon the size of the PLEX float (the number in circulation but not yet used).

Estimates of the liquid ISK in the economy are around three-quarters of a quadrillion ISK. (750 T). Total production less destruction in EVE is around 1.5Q per year (1500T) at the moment, so it's plausible that total assets are around 10Q.

If the PLEX float is 10k PLEX, then that's negligible (7T). If the PLEX float is closer to 500k PLEX, however, it's more significant a factor (350T) in the overall economy. If it's 2M PLEX (1.4Q) then that's a major factor.

I hope that, if the PLEX float is at the larger end of that spectrum (and I assume it is not and is closer to 100k), then that is factored into decisions about scaling factors. And I also hope that if the PLEX float is at the lower end of that spectrum (say 25k) that it is not considered in discussions of scaling factors.

I support the New Order and CODE. alliance. www.minerbumping.com

Darin Vanar
Federal Navy Academy
Gallente Federation
#737 - 2014-06-04 12:13:51 UTC
Skalle Pande wrote:
Darin Vanar wrote:
Seith Kali wrote:
Darin Vanar wrote:

Fun is everything. Ask yourself, "is this fun", before you enact a change, not by consulting a long trail of metrics or you will fall into a design trap.

Nice little speech, friend, but I must interject. These changes absolutely ARE going to be fun, so I am not entirely sure of your point?

Hi!

Thank you, I am glad you enjoyed my little speech. :)

I am also glad that you are looking forward to the changes, at least some people will love them. I wish I felt more positive towards them.

+1

I enjoyed your speech too, and I am in total agreement. Except that I have even less of an opinion on the consequenses of the coming industrial revamp than you do. I simply can't figure it out in advance, have to see for myself when we get there.

But the bottom line: The game still has to be FUN for as many players as possible, hardcore gamers and casuals, pirates and carebears, industrialists and combat pilots alike. This is very clear and very important. If CCP can keep that balance, it will continue to attract new players, the game will continue as a commercially viable enterprise and therefore it will continue to exist and evolve as a game. If not, well - it won't. And the subjective feeling of the players is always more important than objective but abstract metrics.

The revamp is risky business, but let's see what it really is like, when it comes. Seith Kali may be from one of the very well organised groups in EVE, which you and I are not, but he/she may still be right. Somehow.


Exactly. :)

You summed it up nicely! Using much less words, too. Devs everyone should put that up in a note somewhere.

Fun is relative.

They have a lot more time now, to polish it up and look over their figures, now that it has been pushed back - I'm curious what the final product will be and what changes they will make to the previous round of blogs.
Darin Vanar
Federal Navy Academy
Gallente Federation
#738 - 2014-06-04 12:48:18 UTC
Sigras wrote:
I cannot see any "difficulty" multiplier that would keep prices relevant for T2 ships while preventing them from becoming ridiculous for ammo. The problem with sweeping suggestions is that there are like a billion edge cases in Eve which make them impossible.

For example, lets just throw some simple numbers out there:

Say it costs 7 isk per m^3 of the unpackaged item to manufacture with a meta level multiplier
That means that a thorax costs 784,000 ISK to manufacture... thats just over 7% which is what theyre aiming for IIRC
That means a deimos should cost 3,920,000 (784,000 * 5) which is just over 2% ... i guess thats ok

ok, so Antimatter M is 0.0125 m^3 and you make 100 rounds a run, so the run size is 1.25 m^3 which makes the manufacture cost 8.75... see the problem?

2. I believe they very carefully chose their formula, they want manufacturing to be inflation and growth proof. Your idea does not account for inflation and would need to be continually readjusted


You left out the scaling, Sigras.

What prevents the multiplier for getting out of control for ammo, is the scaling. Ammo compared to a ship, is very small, and would be assembled in a production line. Say, like one they use for candy bars. It might be a very complicated process, but what keeps it down is by attaching a 0.05% multiplier to it. A standard battleship hull for example would have a value of 1. And work them out in steps, with very broad classification. A frigate maybe 0.75%, for example.

This is already present in game, to an extent. (Look in Isis, all those icons when you hover over a ship, small, medium, large, that is what we would be looking for.)

Forget m3, -- not trying to work out things to precise values, but merely to classify them in broad scopes, that can be used in other calculations in order to represent things more accurately.

Putting things into "types" as opposed to trying something as complex as ordering them by their m3 value. Think for example, classifying fruits from vegetables. Apples from oranges. That type of thing. Classification. Every item in EvE can be given at least three classifications with almost absolute certainty. That would present you with a small number of categories, which can be easily understood at a glance, and more important, are very modular.

2. They did not choose a formula, but opted to use an estimated product value. There is no formula in their "formula" other than, "we are going to scale this value by how many orders are put up in a system". The current install cost for example, is a fixed value, but they did not attempt to create a formula for it, when revamping industry. Instead they took the top end, which is the estimated value of the final product, and broke it down into pieces and attempted to shove them into a reformulated slots system in order to derive a value. They don't actually have a formula to calculate install costs, which is what I was trying to point out.

I don't think they are doing this in an attempt to curb inflation - bounty payouts have not changed, mission payouts have not changed for years on end, but the developers are confident the current economy is anchored in bounty payouts and thus have no concern with the new cost model getting out of hand because the player is not going to pay too much for an item - relative to bounty payouts (I'm sure it's not just that, but it is the biggest reason that has been brought out). That is their plan in a nutshell.

There is no "formula" in their "formula", there is no fixed value, there isn't even a ceiling. You are reading too much into their plan. Fix inflation? I'm sure they are not doing this system to account for inflation - they are merely working from a "concept". It's a brave and ambitious concept, and could be a lot of fun to play, but it needs to be anchored in itself to an extent, not from outside means. Otherwise it can break the economy.
YourNearest Blue
Oceanic Death Squad
#739 - 2014-06-05 22:19:44 UTC  |  Edited by: YourNearest Blue
mynnna wrote:
Provided it's the estimated value being used, keep in mind:


  • The cost for a job is calculated based on a 28 day rolling average linking to gamewide build volume of everything. This will tend to minimize the effect of any given item coming in or out of demand.
  • Estimated value itself is calculated back over three months worth of market transaction volume gamewide. This will definitely have a flattening effect. To significantly move it takes a continued and significant price change (or one massive set of massively overpriced transactions, but they fixed it to filter those out...)

  • How will the estimated value affect the base build costs of supercarriers and titans, which do not have market transactions?
    ElectronHerd Askulf
    Aridia Logistical Misdirection
    #740 - 2014-06-09 21:31:14 UTC
    Do you have any concrete numbers and formulae around POSes yet? There are a lot of old posts arount intent and comments that this or the other are 'interesting' but I've seen nothing concrete to date. Given the projected SiSi release on the 10th, I'm hoping you have something and are simply too busy to post, but by the same token, I find the idea of reverse engineering what you have in front of you highly annoying.