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Life as an Industrialist increasingly difficult.

First post
Author
Maduce Arnerette
Aliastra
Gallente Federation
#1 - 2015-09-22 19:05:24 UTC
I want to ask your guys opinions on something. In the space of 1 month, 2 frequent industrial players have rage-quit the game for reasons that boil down to what they describe as 'bad game mechanics' for industrialists.

So, my question is to you guys. What do you think of EVEs current climate for industrialists, regarding PvP. As both players were pushed to the brink of quitting because they lost a good portion of their assets.

Obviously, this (if it is an issue) is an important point to discuss. Because without industrialists, EVEs economy would struggle. Which spells bad news bears for the game.

(Please add constructive feedback)
Omnathious Deninard
University of Caille
Gallente Federation
#2 - 2015-09-22 19:12:51 UTC
Bad game mechanics is a very vague personal opinion. So you will need to elaborate on that to receive proper feedback.

For industry to thrive there MUST be PVP and thus to maintain competition industrial ships must fall under attack also.

If you don't follow the rules, neither will I.

Azda Ja
Native Freshfood
Minmatar Republic
#3 - 2015-09-22 19:17:19 UTC
Being constructive on something so vague isn't productive. Be more specific, because throwing a few buzzwords around and saying discuss at the end makes this seem like a troll.

Maduce Arnerette wrote:

Obviously, this (if it is an issue) is an important point to discuss.

Obviously it's not so obvious if you can't tell if it's an issue or not. Blink

Grrr.

Zihao
Doomheim
#4 - 2015-09-22 19:19:12 UTC
Maduce Arnerette wrote:

Obviously, this (if it is an issue) is an important point to discuss. Because without industrialists, EVEs economy would struggle. Which spells bad news bears for the game.


Consider the following: The markets of EVE are absolutely saturated with goods of all kinds. Most are deflating as production outpaces demand. What about this situation indicates to you that industrialists are struggling? Would it not be the case that a strong indicator of "struggling," industrialists would be incredibly scarce goods, relative to demand, and rising prices across the board for goods these industrialists produce?
Kaarous Aldurald
Black Hydra Consortium.
#5 - 2015-09-22 19:20:43 UTC
There is no other difficulty, challenge, or other adversity in your profession save what other players bring to you. Without that, industry would literally just be an income faucet.

Not only do I think that what you're describing is okay, I would argue that it's still too easy, given the obscene safety that the new Citadels will provide.

And if you think the game's economy would "suffer" without the kind of people who quit if they have even any potential opposition from other players, it just shows that you don't know a whole lot about this game's market. The beauty of capitalism is that, for essential and desired services, demand will always exist, and supply will always rise to meet the demand. Even if you quit because other people are allowed to shoot you in a PvP game, the next guy will just find his ventures more profitable as a result of your competition being removed.

You don't matter.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Mag's
Azn Empire
#6 - 2015-09-22 19:21:58 UTC
Obviously something is obvious about being obviously obvious. That's obvious.

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

Azda Ja
Native Freshfood
Minmatar Republic
#7 - 2015-09-22 19:22:35 UTC
Mag's wrote:
Obviously something is obvious about being obviously obvious. That's obvious.

Obviously.

Grrr.

DaReaper
Net 7
Cannon.Fodder
#8 - 2015-09-22 19:31:45 UTC
mining has not changed.

reactions from pos' has not changed

refining changed some, but as a miner (my main professtion) i like the changes

building interface has changed, and imp is a hell of a lot easyer to deal with.

removal of slots in stations was a god damn blessing.

As a primary industrial player... wtf are you talking about?

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Emiai
Doomheim
#9 - 2015-09-22 19:38:55 UTC
Is this thread about being ganked?
Divine Entervention
Doomheim
#10 - 2015-09-22 19:54:17 UTC
Are other industrialists suppose to jump into this thread and begin dogpiling these "bad game mechanics" onto the forums?

You made this up, huh?
Jenn aSide
Worthless Carebears
The Initiative.
#11 - 2015-09-22 19:57:44 UTC
Emiai wrote:
Is this thread about being ganked?


It has to be. I'll be it either involves bumping or hyperdunking.

Bad game mechanics now equal = "I lost something in an open world sanbox game known for it's ruthless killers".
Lady Ayeipsia
BlueWaffe
#12 - 2015-09-22 19:58:18 UTC
Emiai wrote:
Is this thread about being ganked?


That would be my guess. They must likely were hauling more than 1 bil in a freighter through a common choke point system. Simple solution is to haul less. Yes, that means more trips but the added safety makes up for it.

Alternatively, they lost a POS or were robbed blind by a corpmate. For the former, get stuff our of a POS when a wardec occurs. If robbed, don't be so trusting.

That said, them quiting decreases competition and makes room for new blood that may bring new ideas to the table which will lead to more profit for all.
Azda Ja
Native Freshfood
Minmatar Republic
#13 - 2015-09-22 20:09:02 UTC
Divine Entervention wrote:
Are other industrialists suppose to

Supposed to. This is the new "I could care less" I've noticed in the last few weeks.


Sorry, it's been bothering me more and more lately.

Grrr.

Neuntausend
Republic Military School
Minmatar Republic
#14 - 2015-09-22 20:10:25 UTC
If enough industrialists quit, supply will drop, prices will rise and dabbling in industry will be much more worthwhile. The crux with mining or building stuff as opposed to shooting red crosses is, that the whole industry thing has no real ISK faucets. An industrialist can only get by if people are willing to pay for his products, wheras a mission runner just gets a fixed amount of isk (and loot) out of nowhere. So, Industry will always depend on the market.

As for the losing of assets: Could you explain how that came to pass? Because, obviously that's a very important point to discuss as well. Can you also explain, how you think the game mechanics are bad?
Lady Ayeipsia
BlueWaffe
#15 - 2015-09-22 20:18:19 UTC
Neuntausend wrote:
If enough industrialists quit, supply will drop, prices will rise and dabbling in industry will be much more worthwhile. The crux with mining or building stuff as opposed to shooting red crosses is, that the whole industry thing has no real ISK faucets. An industrialist can only get by if people are willing to pay for his products, wheras a mission runner just gets a fixed amount of isk (and loot) out of nowhere. So, Industry will always depend on the market.

As for the losing of assets: Could you explain how that came to pass? Because, obviously that's a very important point to discuss as well. Can you also explain, how you think the game mechanics are bad?


I would argue that the market is swinging back in favor of the industrialist as well. After the changes to invention, quantities of t2 items flooded the market, hindering profit. The far has since faded and we are starting to see a return to profitability for several t2 mods.
Bumblefck
Kerensky Initiatives
#16 - 2015-09-22 21:03:39 UTC
Thank goodness industrialists are "having it hard". Time for some of those pompous blowhards to take a space-hike.

Perfection is a dish best served like wasabi .

Bumble's Space Log

Tippia
Sunshine and Lollipops
#17 - 2015-09-22 21:11:20 UTC
DaReaper wrote:
mining has not changed.

reactions from pos' has not changed

refining changed some, but as a miner (my main professtion) i like the changes

building interface has changed, and imp is a hell of a lot easyer to deal with.

removal of slots in stations was a god damn blessing.

As a primary industrial player... wtf are you talking about?

Seconding this. Ugh

Industry has become more interesting. Yes, there are a few more dynamics that go into determining build cost, but since that information is completely transparent and immediately available, it's not something that makes it more difficult — it just requires better planning and timing in what you bring to market when.

…and there are tools available to deal with that.

Maduce Arnerette wrote:
So, my question is to you guys. What do you think of EVEs current climate for industrialists, regarding PvP. As both players were pushed to the brink of quitting because they lost a good portion of their assets.

The current climate is pretty good. Ideally, there should be a lot more combat and large-scale destruction going on to provide a more lucrative market, but it's not exactly hard to cash in as it is. As for your two players, that sounds more like they flew what they couldn't afford to lose — a fundamental user error that has nothing to do with industry.
Bumblefck
Kerensky Initiatives
#18 - 2015-09-22 21:13:36 UTC
I mean, the fewer producers there are, the lower the supply of producible goods (presumably), and the higher the price. Good for Johnny-come-latelies :)

Perfection is a dish best served like wasabi .

Bumble's Space Log

Matrea D
Maggie's Magical Miners
#19 - 2015-09-22 21:44:56 UTC
Maduce Arnerette wrote:
I want to ask your guys opinions on something. In the space of 1 month, 2 frequent industrial players have rage-quit the game for reasons that boil down to what they describe as 'bad game mechanics' for industrialists.

So, my question is to you guys. What do you think of EVEs current climate for industrialists, regarding PvP. As both players were pushed to the brink of quitting because they lost a good portion of their assets.

Obviously, this (if it is an issue) is an important point to discuss. Because without industrialists, EVEs economy would struggle. Which spells bad news bears for the game.

(Please add constructive feedback)


I suspect your friends loaded up too many eggs into their freight basket, autopiloted through a known hotbed of gankers, and got upset when they returned to their keyboards to find a fresh clone.

Which puts the climate for industrialists who actually pay attention into the "very good" category.

Markus Reese
Deep Core Mining Inc.
Caldari State
#20 - 2015-09-22 21:59:02 UTC
I agree that for this discussion to go anywhere, more info on what is defined as poor mechanics is required.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

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