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Increase Null sec conflict. Reverse the current risk vs reward.

First post
Author
Mr Mieyli
Doomheim
#41 - 2015-08-29 13:37:11 UTC
baltec1 wrote:
DB Jones wrote:

You could do all that... but you won't. At least not for long. Why? Because EvE is a social thing.
For the longest time incursions have been paying out ridiculous amounts of isk for absolutely no risk, yet, people still live in null.



Sorry to burst your bubble but the bulk of null use alts in highsec/FW to earn isk and have done for years.


They also use alts in highsec to pvp with too now, where the ratters go the PvPers will follow. You'd think there should be something CCP can do to make null more appealing, maybe buffing null income?

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

admiral root
Red Galaxy
#42 - 2015-08-29 13:48:39 UTC
Mr Mieyli wrote:
You'd think there should be something CCP can do to make null more appealing, maybe buffing null income?


So you have no interest in looking up the plethora of posts on this site explaining why a nerf to highsec income (which will achieve the same relative end result) is better for the game than a buff to nullsec?

No, your rights end in optimal+2*falloff

Mr Mieyli
Doomheim
#43 - 2015-08-29 14:03:12 UTC
admiral root wrote:
Mr Mieyli wrote:
You'd think there should be something CCP can do to make null more appealing, maybe buffing null income?


So you have no interest in looking up the plethora of posts on this site explaining why a nerf to highsec income (which will achieve the same relative end result) is better for the game than a buff to nullsec?


I have read plenty of posts talking about nerfing highsec. Most are just complaints that the risk/ reward between high and low/ null is not balanced. You could balance it by lowering highsec income or increasing nullsec income and I believe increasing null income would be a better solution. Nerfing highsec income would lower the available income for most players (including nullsec dwellers as mentioned by Baltec) and therefore make ship losses hurt even more than they currently do and people already complain about risk averse gameplay.

Yes that would mean isk inflation would happen faster but does that really matter? What harm does isk inflation do?

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

baltec1
Bat Country
Pandemic Horde
#44 - 2015-08-29 14:19:35 UTC
Mr Mieyli wrote:
admiral root wrote:
Mr Mieyli wrote:
You'd think there should be something CCP can do to make null more appealing, maybe buffing null income?


So you have no interest in looking up the plethora of posts on this site explaining why a nerf to highsec income (which will achieve the same relative end result) is better for the game than a buff to nullsec?


I have read plenty of posts talking about nerfing highsec. Most are just complaints that the risk/ reward between high and low/ null is not balanced. You could balance it by lowering highsec income or increasing nullsec income and I believe increasing null income would be a better solution. Nerfing highsec income would lower the available income for most players (including nullsec dwellers as mentioned by Baltec) and therefore make ship losses hurt even more than they currently do and people already complain about risk averse gameplay.

Yes that would mean isk inflation would happen faster but does that really matter? What harm does isk inflation do?


Given the last time they tried it the economy almost went into meltdown I would say that yes inflation does matter.

CCP cant buff null income without bad things happening which leaves only one option.
Mr Mieyli
Doomheim
#45 - 2015-08-29 18:43:43 UTC
baltec1 wrote:
Mr Mieyli wrote:
admiral root wrote:
Mr Mieyli wrote:
You'd think there should be something CCP can do to make null more appealing, maybe buffing null income?


So you have no interest in looking up the plethora of posts on this site explaining why a nerf to highsec income (which will achieve the same relative end result) is better for the game than a buff to nullsec?


I have read plenty of posts talking about nerfing highsec. Most are just complaints that the risk/ reward between high and low/ null is not balanced. You could balance it by lowering highsec income or increasing nullsec income and I believe increasing null income would be a better solution. Nerfing highsec income would lower the available income for most players (including nullsec dwellers as mentioned by Baltec) and therefore make ship losses hurt even more than they currently do and people already complain about risk averse gameplay.

Yes that would mean isk inflation would happen faster but does that really matter? What harm does isk inflation do?


Given the last time they tried it the economy almost went into meltdown I would say that yes inflation does matter.

CCP cant buff null income without bad things happening which leaves only one option.


I'd be interested to read about the last time they tried buffing null income and the effects it had, do you have a link or the patch where they made these changes? A quick google turns up only dozens of threads talking about nerfing highsec. I'd also be interested to see if the isk injected into the economy is still largely from null ratting or if most null players do indeed farm their isk in incursions. I believe income should go, from highest to lowest:

Wormholes (highest risk, highest reward)
Nullsec
Lowsec
Highsec (low risk, low reward)

As long as it follows this hierarchy absolute numbers aren't too important as the market will adjust. The reason I'd questioned if inflation does really matter is because most people with large amounts of isk already save it as plex to counter inflation and smaller isk amounts are easily earned/ spent in a much shorter time than any significant inflation.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Dror
Center for Advanced Studies
Gallente Federation
#46 - 2015-08-29 18:48:28 UTC
So the idea is penalizing system popularity..

It's quite hypothetical -- it sounds awkward and worth gaming.

Why not just reduce jump fatigue on the edge around the map? Why not add interesting / lucrative (and plausibly announced) and NPC-guarded *stuff* around those edges, so that making laps around the map is worth a fleet and being nomadic? This sets up a great risk.. but also a map meta and a treasure sport; and it could also push a lot of sovereignty for the edges, making room by security space.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

baltec1
Bat Country
Pandemic Horde
#47 - 2015-08-29 20:09:16 UTC  |  Edited by: baltec1
Mr Mieyli wrote:


I'd be interested to read about the last time they tried buffing null income and the effects it had, do you have a link or the patch where they made these changes? A quick google turns up only dozens of threads talking about nerfing highsec. I'd also be interested to see if the isk injected into the economy is still largely from null ratting or if most null players do indeed farm their isk in incursions. I believe income should go, from highest to lowest:

Wormholes (highest risk, highest reward)
Nullsec
Lowsec
Highsec (low risk, low reward)

As long as it follows this hierarchy absolute numbers aren't too important as the market will adjust. The reason I'd questioned if inflation does really matter is because most people with large amounts of isk already save it as plex to counter inflation and smaller isk amounts are easily earned/ spent in a much shorter time than any significant inflation.


They buffed anom payouts a few years back which resulted in hyperinflation (the cost of a drake for example almost doubled) so CCP were forced to backtrack on the buff.
elitatwo
Zansha Expansion
#48 - 2015-08-29 21:24:12 UTC
Mr Mieyli wrote:
I have read plenty of posts talking about nerfing highsec. Most are just complaints that the risk/ reward between high and low/ null is not balanced. You could balance it by lowering highsec income or increasing nullsec income and I believe increasing null income would be a better solution. Nerfing highsec income would lower the available income for most players (including nullsec dwellers as mentioned by Baltec) and therefore make ship losses hurt even more than they currently do and people already complain about risk averse gameplay.

Yes that would mean isk inflation would happen faster but does that really matter? What harm does isk inflation do?


You can only nerf highsec so much if you want your customers happy. Here's a hint, you remove all elements of highsec and EVE goes offline in less than three months.

People will not go to null if they don't want to, no matter how much you want to force them to.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

admiral root
Red Galaxy
#49 - 2015-08-29 21:30:15 UTC
elitatwo wrote:
People will not go to null if they don't want to, no matter how much you want to force them to.


No-one credible wants to *force* anyone, anywhere. If fixing the current risk/reward imbalance entices people out of high sec, then fine.

No, your rights end in optimal+2*falloff

Hopelesshobo
Hoboland
#50 - 2015-08-29 21:48:57 UTC
Salvos Rhoska wrote:
P'tank wrote:

.. Moons should deplete over time when mined and should respawn in another area.


Not that realism is all that relevant in sci-fi, but magically re-appearing moons just doesnt sound right.

I cant speak to the rest of your post, or on a Moon solution, except to say that magical moon spawning is not a good way to go about it.

I dont mean to be a nitpicker, just saying this part stands out as something that can use rethinking for another solution towards the same end result, so as to improve your proposals reception.


Just throwing this out there to the pack of wolves, but what if CCP did a few things to the moons

1. Increased the number of resources on the moons
2. Increased the number of moons with valuable resources
2. Make each resource deplete over time so if harvested for a long period of time. As an example, if you have been harvesting Tech from a moon for a month, it would generate 90 resources per hour instead of 100. So eventually, it would be beneficial to flip your harvesters to one of the other 2-4 resources on that moon for a short period of time so the moon can regenerate the Tech. Or if you still had a strong need for Tech, you would be required to take another moon that has a higher Tech production the moon you currently own.

Lowering the average to make you look better since 2012.

Teckos Pech
Hogyoku
Goonswarm Federation
#51 - 2015-08-30 03:06:41 UTC  |  Edited by: Teckos Pech
These notions of randomly shifting resources making people chase them are just dumb. Why incur all those costs for a short term gain?

Yes, lets pick up and move the entire alliance so we can get a few months of moon income. Moving capitals, super capitals, various other piles of things (POSs, POS modes, any left over fuel blocks, putting cyno fuel in place along with cynos, and all the move ops, etc.). Oh, and we might fail at our invasion, meaning we lost our home and didn't get a new one.

Oh, and on the next rotation our old home might be the recipient some awesome moons....

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

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#52 - 2015-08-30 03:17:58 UTC
baltec1 wrote:
Mr Mieyli wrote:
admiral root wrote:
Mr Mieyli wrote:
You'd think there should be something CCP can do to make null more appealing, maybe buffing null income?


So you have no interest in looking up the plethora of posts on this site explaining why a nerf to highsec income (which will achieve the same relative end result) is better for the game than a buff to nullsec?


I have read plenty of posts talking about nerfing highsec. Most are just complaints that the risk/ reward between high and low/ null is not balanced. You could balance it by lowering highsec income or increasing nullsec income and I believe increasing null income would be a better solution. Nerfing highsec income would lower the available income for most players (including nullsec dwellers as mentioned by Baltec) and therefore make ship losses hurt even more than they currently do and people already complain about risk averse gameplay.

Yes that would mean isk inflation would happen faster but does that really matter? What harm does isk inflation do?


Given the last time they tried it the economy almost went into meltdown I would say that yes inflation does matter.

CCP cant buff null income without bad things happening which leaves only one option.


There are two ways to buff NS income. One is via money creation, but that comes with the problem of inflation.

The other is make it possible to obtain various items in game. Or for example change ore compositions. Reducing the supply of zydrine and megacyte in general buffed NS incomes for miners.

And what really matters is relative rewards or benefits, not absolute benefits. So if increasing NS incomes is problematic (e.g. the anomaly buff causing wide spread inflation) then nerfing HS incomes would be an alternative approach.

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

8 Golden Rules for EVE Online

Arrendis
TK Corp
#53 - 2015-08-30 05:08:17 UTC
admiral root wrote:
Mr Mieyli wrote:
admiral root wrote:
If everyone in highsec is earning less then sellers who want to continue to sell in highsec have two options: 1) reduce prices and continue to move product or 2) leave the prices up and not sell as much.


And what would you do for max profit? Most ships prices can't go much lower already or they are produced at a loss.


I wouldn't. I don't do industry or market PvP. As I said, check out the many, many, many posts that can be found on this site by people who seem to know what they're talking about. I'd recommend google, rather than the built-in search facility as the latter sucks more balls than a professional ball sucker.


Unfortunately, highsec ship production margins are already extremely tight - and prices in general tend to be sticky. Unless someone floods the market with a commodity over an extended period of time, prices don't go down appreciably. So what you'd wind up doing is driving prices up as producers get out of the market. Then prices go up, choking off content until new producers, drawn by higher margins, get into the ship-building game.

But those higher prices won't come down, because there won't be any competitive reason for them to come down. Supply will remain limited, demand will remain strong, and eventually either more people will get into the market, driving margins down again and restarting the cycle, or people will quit the game, reducing demand, until again you hit an equilibrium point.

Most ship prices aren't inflated - through all of the industrial changes, Typhoon prices (as an example) have increased by 100% over the last 5 years. Tempest prices are flat. Thrashers, despite being highly volatile as a result of the entosis meta, have also more or less remained flat.

The problem comes in w/massively inflated prices on other commodities - PLEX for example, which have gone up 500% - consider that. Overall inflation for the baseline tools of pvp has been flat, but PLEXes - which have not changed in volume, which means demand has been stable (if demand were outstripping supply, they'd be scarce. They ain't scarce) - have jumped up in price by 500%.

That's your price gouging, right there. That's what's driven by - and drives - the abundance of ISK in highsec. You want to be rich in EVE, drop a couple hundred bucks, sell the PLEX, and start station trading. You want to correct the cash imbalance out there? Take the PLEX that've been confiscated from RMTs and banned accounts and put them up n the market for cheap again. It's been done before when Dr. E thought that PLEX inflation was too high. Unless CCP's replaced him and not told anyone, they not longer have an economist watching over the health of their economy - an economy complex enough that research papers are written on it.

That's probably also something they should correct.
Teckos Pech
Hogyoku
Goonswarm Federation
#54 - 2015-08-30 07:08:22 UTC
Arrendis wrote:

Unfortunately, highsec ship production margins are already extremely tight - and prices in general tend to be sticky. Unless someone floods the market with a commodity over an extended period of time, prices don't go down appreciably. So what you'd wind up doing is driving prices up as producers get out of the market. Then prices go up, choking off content until new producers, drawn by higher margins, get into the ship-building game.

But those higher prices won't come down, because there won't be any competitive reason for them to come down. Supply will remain limited, demand will remain strong, and eventually either more people will get into the market, driving margins down again and restarting the cycle, or people will quit the game, reducing demand, until again you hit an equilibrium point.

Most ship prices aren't inflated - through all of the industrial changes, Typhoon prices (as an example) have increased by 100% over the last 5 years. Tempest prices are flat. Thrashers, despite being highly volatile as a result of the entosis meta, have also more or less remained flat.

The problem comes in w/massively inflated prices on other commodities - PLEX for example, which have gone up 500% - consider that. Overall inflation for the baseline tools of pvp has been flat, but PLEXes - which have not changed in volume, which means demand has been stable (if demand were outstripping supply, they'd be scarce. They ain't scarce) - have jumped up in price by 500%.

That's your price gouging, right there. That's what's driven by - and drives - the abundance of ISK in highsec. You want to be rich in EVE, drop a couple hundred bucks, sell the PLEX, and start station trading. You want to correct the cash imbalance out there? Take the PLEX that've been confiscated from RMTs and banned accounts and put them up n the market for cheap again. It's been done before when Dr. E thought that PLEX inflation was too high. Unless CCP's replaced him and not told anyone, they not longer have an economist watching over the health of their economy - an economy complex enough that research papers are written on it.

That's probably also something they should correct.


Okay, lets walk through the effects here. So, income is going down, "If everyone in highsec is earning less" this means that the demand schedule will shift "inwards" or to the "left" if you are looking at a graph of the demand schedule and given that supply is not going to change this means a reduction in prices in a competitive market.

Sticky prices has a number of possible reasons (note price stickiness is nominal, not real, in other words price stickiness is where prices due not change as a result of inflation), one is that the market is not competitive. Firms facing little or no competition rarely lower prices. Another reason might be contractual obligations such as labor contracts which force employers to hold wages constant even when market conditions would normally lead to lower wages. Another argument for sticky prices are menu costs. With menu costs the notion is that changing your menu to reflect higher input prices thus higher output prices is costly, so you'll put off such a change as long as possible.

Further, price stickiness is usually downward stickiness--i.e. prices are resistant to moving downward due to say a change in demand as noted above*. Price stickiness rarely applies to upward changes. The significance of this is that if prices stay above their market clearing level, then you have excess supply. That is you'll have more goods on the market than consumers are willing to buy (a glut if you will) and then firms will start to shut down, fire people, etc. because even though prices suggest they should be making a certain amount of goods consumers will not be buying them. This is how macro economists explain things like unemployment and business cycles.

My issue is I am not convinced prices are "sticky" in Eve. Mainly because most markets are competitive, there are no labor contracts, and there are no menu costs--i.e. people aren't reluctant to change prices although people not being logged in 24/7 could mean that prices in the very short run are some what rigid. So the idea of price stickiness causing prices to rise is not a very persuasive narrative.

As for the price of PLEX you do not know what is going on with demand or supply, all that we can see is the price and quantity pairs over time. Think of a supply and demand graph, at the point of intersection you'll have a price and a quantity number. That is what we see. That tells us nothing about demand or supply.** Is it possible for prices to go up and the quantity to stay the same? Yes, if the demand schedule increases (i.e. shifts out or to the right) and supply decreases or shifts to the left. And it should be noted that in looking at eve-marketdate.com it looks like the quantity has decreased over time. This is consistent with less players selling PLEX (because there are less players in game) and possibly an increase in demand due to so much ISK being created via rat bounties (incursions and ratting in NS). This is not price gouging but the market working as intended.

*One reason I've always been a bit skeptical of the menu cost explanation is it would seem to apply symmetrically, but as noted above, price stickiness is usually meant to mean prices do not go down to help equilibrate supply and demand.

**This was the mistake Sir Robert Giffen made when he argued that sometimes demand can increase as prices increased, he was looking at equilibrium prices and quantities and noting that sometimes price went up and quantity went up. To date there has never been a Giffen good that anybody has been able to find.

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

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#55 - 2015-08-30 07:11:09 UTC  |  Edited by: Teckos Pech
Arrendis wrote:
It's been done before when Dr. E thought that PLEX inflation was too high. Unless CCP's replaced him and not told anyone, they not longer have an economist watching over the health of their economy - an economy complex enough that research papers are written on it.

That's probably also something they should correct.


Dr. E no longer works for CCP he took on a new position,

Quote:
Doctor Eyj­ólf­ur recently accepted the position of rector at Háskólinn á Akureyri (University of Akureyri, page is in Icelandic), where he was employed as the Dean Faculty of Science and Trade before coming to work for CCP. The Icelandic news article (English via Google Translate) cited by our source states that he was one of seven applicants for the position, and was chosen from among the top three candidates by the university's search committee. Doctor Eyj­ólf­ur will start work at Háskólinn á Akureyri in July of 2014.


Dr. E left over a year ago, FYI.

Probably one reason we have not seen the economic reports.

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

8 Golden Rules for EVE Online

Amarisen Gream
The.Kin.of.Jupiter
#56 - 2015-08-30 07:13:31 UTC
1: Overhaul PI skills to include moon colonies. Max of 6planets or moons.
2: take planets and set them up where a player picks a 40x40 degree area. Make moons have 2-4-8 slots.
3: High-sec and low-sec NPCs would have claim in slots. This reduces the total number of open areas for players to stack claim.
4: SoV holders should be able to allow access to planets/moons based on standing (just like it is for stations).

5: make moon mining and PI extraction based only - move all upgrading/production should take place in outpost/new structures
6: break up the moons so one guy can't just own all the good moons in an area - this spreads the wealth out.
7: our Isk will be invested in the structures that can produce/upgrade our planet-moongoo, which should balance the risk vs reward.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

baltec1
Bat Country
Pandemic Horde
#57 - 2015-08-30 07:18:53 UTC
Teckos Pech wrote:


There are two ways to buff NS income. One is via money creation, but that comes with the problem of inflation.

The other is make it possible to obtain various items in game. Or for example change ore compositions. Reducing the supply of zydrine and megacyte in general buffed NS incomes for miners.

And what really matters is relative rewards or benefits, not absolute benefits. So if increasing NS incomes is problematic (e.g. the anomaly buff causing wide spread inflation) then nerfing HS incomes would be an alternative approach.


Frankly pve in null needs a radical shakeup and must move away from heavy isk payouts and move to LP style payouts of low and highsec or resource payouts of WH space. The problem with heavy isk payouts is that they don't keep up with inflation while LP and goods do. You can see this with belt ratting, back in 2006 belt ratting was worth doing as an activity with ratters everywhere but today is one of the worst activities you can do for isk. Anoms have suffered in the same way so even if you could buff them to make them worth more than running missions in highsec then in a few years as inflation happens their value would drop compared to missions in highsec.
Teckos Pech
Hogyoku
Goonswarm Federation
#58 - 2015-08-30 07:26:18 UTC
baltec1 wrote:
Teckos Pech wrote:


There are two ways to buff NS income. One is via money creation, but that comes with the problem of inflation.

The other is make it possible to obtain various items in game. Or for example change ore compositions. Reducing the supply of zydrine and megacyte in general buffed NS incomes for miners.

And what really matters is relative rewards or benefits, not absolute benefits. So if increasing NS incomes is problematic (e.g. the anomaly buff causing wide spread inflation) then nerfing HS incomes would be an alternative approach.


Frankly pve in null needs a radical shakeup and must move away from heavy isk payouts and move to LP style payouts of low and highsec or resource payouts of WH space. The problem with heavy isk payouts is that they don't keep up with inflation while LP and goods do. You can see this with belt ratting, back in 2006 belt ratting was worth doing as an activity with ratters everywhere but today is one of the worst activities you can do for isk. Anoms have suffered in the same way so even if you could buff them to make them worth more than running missions in highsec then in a few years as inflation happens their value would drop compared to missions in highsec.


I quite agree with this. Not sure how we could do LP, but maybe figure out a way for an alliance to set up an LP store...or bring in representatives from either the empire or NPCs associated with their space (e.g. for Branch it would be something like the Caldari state or Guristas). Just an idea off the top of my head, so don't kill me over it. I realize there could be serious possible issues with this. The nice thing is that LP would work as an ISK sink. Sink enough ISK via this system and heck even PLEX prices might come down.

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

8 Golden Rules for EVE Online

baltec1
Bat Country
Pandemic Horde
#59 - 2015-08-30 07:39:10 UTC
Teckos Pech wrote:

I quite agree with this. Not sure how we could do LP, but maybe figure out a way for an alliance to set up an LP store...or bring in representatives from either the empire or NPCs associated with their space (e.g. for Branch it would be something like the Caldari state or Guristas). Just an idea off the top of my head, so don't kill me over it. I realize there could be serious possible issues with this. The nice thing is that LP would work as an ISK sink. Sink enough ISK via this system and heck even PLEX prices might come down.


Something along the lines of concord LP that could be used in any LP store would be one way of doing it and shifting away from anoms as the primary income to a deployable mission agent system upgrade. Added bonus would be that the missions would send the ratters outside the system to run the missions just like in highsec which means more traffic and more opportunities for roaming gangs to catch stuff.
Teckos Pech
Hogyoku
Goonswarm Federation
#60 - 2015-08-30 08:22:55 UTC
baltec1 wrote:
Teckos Pech wrote:

I quite agree with this. Not sure how we could do LP, but maybe figure out a way for an alliance to set up an LP store...or bring in representatives from either the empire or NPCs associated with their space (e.g. for Branch it would be something like the Caldari state or Guristas). Just an idea off the top of my head, so don't kill me over it. I realize there could be serious possible issues with this. The nice thing is that LP would work as an ISK sink. Sink enough ISK via this system and heck even PLEX prices might come down.


Something along the lines of concord LP that could be used in any LP store would be one way of doing it and shifting away from anoms as the primary income to a deployable mission agent system upgrade. Added bonus would be that the missions would send the ratters outside the system to run the missions just like in highsec which means more traffic and more opportunities for roaming gangs to catch stuff.


Yeah, I thought of that too, but was too lazy to edit my post. Anoms could still be the primary source of LP, but now it would be an ISK sink. Or missions...either way.

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

8 Golden Rules for EVE Online