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[Citadels] Changing NPC taxes

First post
Author
Vegare
Bitslix
Lolsec Fockel
#301 - 2016-03-04 17:25:29 UTC  |  Edited by: Vegare
Nice changes, however I'd like to point out the following issue regarding the new broker's fee:

The use of the relatively new multisell feature might end up being very expensive for those not using the "instant" setting in the bottom left corner of that window. Knowingly or not. That setting, however, is not very practical.

I expect that a lot of people have it set to maximum length for convenience. This allows to sell to buy orders or place sell orders depending on your asking price - without having to fiddle with the order type. I guess most of the orders this feature places are sell orders at buy order price, which then get filled immediately. But those still incur the brokers fee, wich is rather negligible currently. The fee being 5% soon, using multi sell like this will be very expensive. This severely reduces the usefulness of the feature. I'm not sure that is an intended consequence.
Moac Tor
Cyber Core
Immediate Destruction
#302 - 2016-03-04 17:25:53 UTC  |  Edited by: Moac Tor
Charles Burger wrote:
What's the actual point of the 5 mil jump fee for NPC stations?

This "covering costs" thing is obviously ridiculous since NPCs don't have costs or wallets or ISK... or am I missing something here?

It is mean to make it so that citadels are competitive in comparison to NPC stations.
Alyssa Wyatt
Bazinga Labs
#303 - 2016-03-04 17:39:04 UTC  |  Edited by: Alyssa Wyatt
Rowells wrote:

Last I heard, citadels have the biggest guns

And having big fights in highsec is something that would be interesting to see


An undefended XL Citadel will only take ~4 hours to kill from 20-30 Battleships will it not? (Unless my math is really really off)
That amount of DPS + Logi wouldn't be hard to muster together for the organized groups

Hell, if I'm reading the blog right, a medium will go down really easy, it's nothing to put together a fleet that'll do 4,000 dps that can be applied to one

The only thing that makes M's & L's harder than to take down in high-sec that current POS'es with weapon/ewar modules, is that Citadels might have weapons that can alpha through hostile fleets

* Again, this is all assuming I haven't wildly misunderstood this blog, so if I have, please please someone correct me *
Tristan Agion
Royal Amarr Institute
Amarr Empire
#304 - 2016-03-04 17:59:48 UTC
Marcus Tedric wrote:
The point is that running a Clone Bay in a Citadel will have a cost (in the new fuel-blocks) which, as suggested in the OP, is currently around 157m per month.

The OP was talking bovine excrement in this case. A clone bay has the fuel cost that CCP sets for it, not more, not less. If CCP sets the fuel costs for a clone bay in a citadel to zero, then it costs absolutely nothing to run. There is no necessary number there at all, just a "CCP wants that" number.

I see no particular reason why the electricity needed by a cloning bay should not be marginal and simply included in the general running costs. Existing transcranial magnetic stimulation (TMS) devices consume about 2-3 kW at full blast. That's like installing fifty extra 60W lightbulbs in your citadel. Fridges / freezers for the bodies are fairly cheap to run as well, a normal deep freezer is perhaps 500W. Say your human-size, fancy one is a few kW, so what? All this certainly pales into complete insignificance against crunching rocks for minerals or shooting lasers that melt spaceships at immense distances or the like...
Lord Zelmar
BlackWatch Industrial Group
Memento Moriendo
#305 - 2016-03-04 18:00:29 UTC
For the most part good changes.

I think the reprocessing tax should be kept as minerals or be given an option for minerals or ISK.

Reasons:
1. Creates an ISK cost for the first step of the industrial process.
(Depending on the state of the miners wallet they may be forced to rat to gather the isk to refine.)

2. Alliances with refining use the minerals gathered for SRP, market, or capital projects.

3. Calculation of mineral cost for tax must be clearly defined. I can see people selling billions of mins to drive up the tax for an area. Would be very effective market warfare without much ability to protect against it.
Marcus Alenko
State War Academy
Caldari State
#306 - 2016-03-04 18:02:30 UTC
What I didn't see you address is the Citadels that are distractible, and the player has ZERO control over access, and fees. So you won't *lose* anything, only everything for 20 days when they are killed.

So what does a player do when the crop that owns the Citadel changes the fees and standings without any notice? I guess we just loose everything? No one has addressed this concern.
Anhenka
Native Freshfood
Minmatar Republic
#307 - 2016-03-04 18:13:54 UTC  |  Edited by: Anhenka
Marcus Alenko wrote:
What I didn't see you address is the Citadels that are distractible, and the player has ZERO control over access, and fees. So you won't *lose* anything, only everything for 20 days when they are killed.

So what does a player do when the crop that owns the Citadel changes the fees and standings without any notice? I guess we just loose everything? No one has addressed this concern.


How is that different from POS's or Outposts? Control over your own station is kind of important after all.

It's not like you lose the items in that citadel just because you can't access them. You can still sell them, or contract them, or wait for the station to die and then have the items moved.

Not that it will happen much at all, since it would be counterproductive to set up a highsec Citadel, open it to everyone, then close it and lose out on all the business, clone jumps, and market transaction fees.

Edit: Ok you cant contract them in the initial release, but you will be able to eventually.
Alcorak
Science and Trade Institute
Caldari State
#308 - 2016-03-04 18:26:23 UTC  |  Edited by: Alcorak
Quote:
Market: markets currently have two taxes, transaction's tax, applied for sold items, and broker's fee for non immediate orders, which are set at 1.5% and 1% respectively. To create an environment more competitive for Citadels, we plan on increasing the transaction tax to 2.5% and the broker's fee to 5-6%. Players trading in citadels will still receive the transaction tax, but the broker's fee will be at the complete discretion of the owner. To avoid confusion for the owner, the broker relations skill will not affect player set broker's fee in Citadels.



This is a very bad idea, at least for highsec markets. When considering tax increases, it is not the base change that needs to be considered, but rather, the percentage of change. Increasing transaction tax from 1.5% to 2.5% is an increase of 67%. Increasing brokers fees from 1% to 5-6% is an increase of 400-500%. Even considering reductions from skills, the market will not easily sustain these increases which amount to a massive isk sink. Simple economic theory says that you will see significantly less trading of goods as a result, with wider gaps between buy/sell orders. 'Quick-selling' will become even less attractive with the price difference merely falling into the isk sink. Prices of goods will increase by an amount similar to the tax margins (will not be split 50-50 between buyer and seller as margins are generally not strong enough in EvE to support that). Additionally, it places a SP burden - newer players can compete on the market without training market skills due to the low overall taxes. With higher SP players able to avoid significant percentages of a larger tax, the gap widens and these market skills will become like the Learning skills of old - a 'must train' in order to avoid crushing taxation on wallet growth over time.

The question is the reasoning CCP has behind this isk sink - is there a feeling that there is too much ISK in play? Will isk faucets be increasing to account for the new sink? I understand that the plan is to forcibly drive players away from stations and towards citadels. However, this will be a difficult iterative process for successful implementation. In the meantime, broader consequences must be considered.



Now, if you really want to shake things up, make stations destructible with the same asset movement system as citadels.
Rowells
Blackwater USA Inc.
Pandemic Horde
#309 - 2016-03-04 18:36:22 UTC
Alyssa Wyatt wrote:
Rowells wrote:

Last I heard, citadels have the biggest guns

And having big fights in highsec is something that would be interesting to see


An undefended XL Citadel will only take ~4 hours to kill from 20-30 Battleships will it not? (Unless my math is really really off)
That amount of DPS + Logi wouldn't be hard to muster together for the organized groups

Hell, if I'm reading the blog right, a medium will go down really easy, it's nothing to put together a fleet that'll do 4,000 dps that can be applied to one

The only thing that makes M's & L's harder than to take down in high-sec that current POS'es with weapon/ewar modules, is that Citadels might have weapons that can alpha through hostile fleets

* Again, this is all assuming I haven't wildly misunderstood this blog, so if I have, please please someone correct me *

I specifically remember Fozzie or Rise mentioning a play test that lost over a dozen dreads trying to take down an XL, without using its DD. They may not be hard to crack, but someone gunning the Citadel could definitely crash the party. Not including any defenders present.
Lugh Crow-Slave
#310 - 2016-03-04 19:17:10 UTC
I think a better idea may be removing some NPC stations from high and low sec rather than just making them ore expensive that way there becomes a need for them in areas rather than people feeling like they always have to use them
Vic Jefferson
Stimulus
Rote Kapelle
#311 - 2016-03-04 19:19:21 UTC
Honestly, I'd expect these changes out of a phone company, where first they give you this wonderful new feature, then they start billing you for it because they know they can get away with it, as they have discontinued the old feature.

You have seen where structure based gameplay has done for the game. You have seen what large power blocs do when given free reign and game design that encourages excessive monopolization. Why you continue to push for changes that hurt the little guy is beyond me - new players are the future, and slowing down or making content creation more difficult just makes that future terrible.

5m isk is a lot, especially for new players, especially over time when jump clones are part of daily game play, especially with multiple characters. If there is too much inflation, deal with faucets. Treating the symptom is no where near as good as treating the disease.

Vote Vic Jefferson for CSM X.....XI.....XII?

Lugh Crow-Slave
#312 - 2016-03-04 19:22:07 UTC
Vic Jefferson wrote:
Honestly, I'd expect these changes out of a phone company, where first they give you this wonderful new feature, then they start billing you for it because they know they can get away with it, as they have discontinued the old feature.

You have seen where structure based gameplay has done for the game. You have seen what large power blocs do when given free reign and game design that encourages excessive monopolization. Why you continue to push for changes that hurt the little guy is beyond me - new players are the future, and slowing down or making content creation more difficult just makes that future terrible.

5m isk is a lot, especially for new players, especially over time when jump clones are part of daily game play, especially with multiple characters. If there is too much inflation, deal with faucets. Treating the symptom is no where near as good as treating the disease.


the problem is npc stations are to plentiful and to strong they did need to be nerffed
Vic Jefferson
Stimulus
Rote Kapelle
#313 - 2016-03-04 19:37:31 UTC
Lugh Crow-Slave wrote:
Vic Jefferson wrote:
Honestly, I'd expect these changes out of a phone company, where first they give you this wonderful new feature, then they start billing you for it because they know they can get away with it, as they have discontinued the old feature.

You have seen where structure based gameplay has done for the game. You have seen what large power blocs do when given free reign and game design that encourages excessive monopolization. Why you continue to push for changes that hurt the little guy is beyond me - new players are the future, and slowing down or making content creation more difficult just makes that future terrible.

5m isk is a lot, especially for new players, especially over time when jump clones are part of daily game play, especially with multiple characters. If there is too much inflation, deal with faucets. Treating the symptom is no where near as good as treating the disease.


the problem is npc stations are to plentiful and to strong they did need to be nerffed


What happened with Supers will happen with Citadels. Eventually the only way to have access to markets will be to join one of the mega citadel holding coalitions, and there will be no room for the little guy to access or have any power on the market.

All of these changes are literally horrible for the little guy.

Vote Vic Jefferson for CSM X.....XI.....XII?

Lugh Crow-Slave
#314 - 2016-03-04 19:40:18 UTC
Vic Jefferson wrote:
Lugh Crow-Slave wrote:
Vic Jefferson wrote:
Honestly, I'd expect these changes out of a phone company, where first they give you this wonderful new feature, then they start billing you for it because they know they can get away with it, as they have discontinued the old feature.

You have seen where structure based gameplay has done for the game. You have seen what large power blocs do when given free reign and game design that encourages excessive monopolization. Why you continue to push for changes that hurt the little guy is beyond me - new players are the future, and slowing down or making content creation more difficult just makes that future terrible.

5m isk is a lot, especially for new players, especially over time when jump clones are part of daily game play, especially with multiple characters. If there is too much inflation, deal with faucets. Treating the symptom is no where near as good as treating the disease.


the problem is npc stations are to plentiful and to strong they did need to be nerffed


What happened with Supers will happen with Citadels. Eventually the only way to have access to markets will be to join one of the mega citadel holding coalitions, and there will be no room for the little guy to access or have any power on the market.

All of these changes are literally horrible for the little guy.



what are you talking about i have a private titan and plenty of smaller ls groups have suppers.

and yes small groups will be able to have these just not in prime locations
Indahmawar Fazmarai
#315 - 2016-03-04 21:17:37 UTC
Making undesirable to play the game without your (CCP's) new toys is just an invitation to not play the game any longer.

It's like wardecs. The optimal solution is to not play.

Want to avoid paying taxes for what used to be free? Don't play EVE.

It's not about people ragequitting over this change. It's about people playing the game in the same way they like to play it, but now being inconvenienced day after day after day.

Day after day after day, you pay a fee for using a JC.

Day after day after day, you lose money setting up orders.

It will not matter for one week. Or one month. Or one year. But sooner or later, it will wear off.

And then the optimal solution will be to stop being inconvenienced every single day. Stop playing EVE.

I can hear you asking: Why not play EVE in a different way? Come on. What kind of fool would pay for playing what he doesn't wants to play?
Lugh Crow-Slave
#316 - 2016-03-04 21:21:16 UTC
Indahmawar Fazmarai wrote:
Making undesirable to play the game without your (CCP's) new toys is just an invitation to not play the game any longer.

It's like wardecs. The optimal solution is to not play.

Want to avoid paying taxes for what used to be free? Don't play EVE.

It's not about people ragequitting over this change. It's about people playing the game in the same way they like to play it, but now being inconvenienced day after day after day.

Day after day after day, you pay a fee for using a JC.

Day after day after day, you lose money setting up orders.

It will not matter for one week. Or one month. Or one year. But sooner or later, it will wear off.

And then the optimal solution will be to stop being inconvenienced every single day. Stop playing EVE.

I can hear you asking: Why not play EVE in a different way? Come on. What kind of fool would pay for playing what he doesn't wants to play?


but these things never used to be free just cheaper
Deck Cadelanne
CAStabouts
#317 - 2016-03-04 21:23:15 UTC  |  Edited by: Deck Cadelanne
Lugh Crow-Slave wrote:


the problem is npc stations are to plentiful and to strong they did need to be nerffed


Actually the opposite is true.

Vast areas of nullsec are effectively "owned" by the big blocs mostly because there are no NPC stations from which any opposition can base any sort of sustained activity.

[EDIT: Meant to add - we need *more* NPC stations in null and low, including more NPC "pockets" breaking up sov null. Unless stagnation and stasis is the actual endgame here]

"When the going gets weird, the weird turn professional."

- Hunter S. Thompson

its my cyno
Doomheim
#318 - 2016-03-04 21:34:41 UTC
There are some that will like the new changes ( and will argue till blue in the face how great it will be) and some that don't (Unsubbed because what's the point in arguing) . Those that don't here is what I have experienced.

The corp I was in the player base was/is shrinking because too many were not liking the new changes with no rewarding content. Every corp member is different and enjoyed different aspects of the game. From recent ship changes, jump fatigue, sov mechanics just to name the recent few have drove them away. Some felt more satisfied to play a less expensive game that provided a more overall satisfaction then redundant and tedious gameplay that provides less and less rewards.

I Think citadels are a great idea but shouldn't be FORCED upon players. The Citadel idea should sell itself and not making other parts of the game play crap to compensate. Just make citadels that much better then what NPC has to offer by coming up with new ideas that NPC stations cant offer. Some positive ideas have been thrown out with cloning. I am sure there are some more great a new ideas that citadels can achieve.


Ultimately CCP will do what it wants I just hope they realize the full scope of this change.
corebloodbrothers
Deep Core Mining Inc.
Caldari State
#319 - 2016-03-04 21:47:45 UTC
i was goign to build them, but i wont be forced nor liek to be pushed by nerfing. i am gona refrain from building them. i ll take the punch of 8,5 market fee versus a PL or goon bully ransom on my citadel and potential 10 % loss with 5 day inpound or so.

refund me my player build station as u changed it aftehr i paid for it.

plz come u pwith positive ways to promote something new, players dont respond well to push and punishment to try a new citadel. Else you can exspect the same in return. Big blocks will make a NIP or NAP on their XL hub, smaller ones will get bullied.

and its not finsihed with contracting not in place.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#320 - 2016-03-04 21:53:00 UTC  |  Edited by: epicurus ataraxia
its my cyno wrote:
There are some that will like the new changes ( and will argue till blue in the face how great it will be) and some that don't (Unsubbed because what's the point in arguing) . Those that don't here is what I have experienced.

The corp I was in the player base was/is shrinking because too many were not liking the new changes with no rewarding content. Every corp member is different and enjoyed different aspects of the game. From recent ship changes, jump fatigue, sov mechanics just to name the recent few have drove them away. Some felt more satisfied to play a less expensive game that provided a more overall satisfaction then redundant and tedious gameplay that provides less and less rewards.

I Think citadels are a great idea but shouldn't be FORCED upon players. The Citadel idea should sell itself and not making other parts of the game play crap to compensate. Just make citadels that much better then what NPC has to offer by coming up with new ideas that NPC stations cant offer. Some positive ideas have been thrown out with cloning. I am sure there are some more great a new ideas that citadels can achieve.


Ultimately CCP will do what it wants I just hope they realize the full scope of this change.


Well, the use of negative reinforcement in an attempt to change player behaviour ( The stick) has been pointed out as a real mistake as clearly as possible. I would have thought CCP would have learnt that this does not get the results one would have hoped for by now.

The use of positive reinforcement to encourage people to move to citadels (the carrot) has like wise been highlighted as a superior method for a game, the one we play and the one that CCP's owners and staff rightfully benefit from.

They now need to make the decision, they will either dodge a bullet, and the citadel expansion will be popular and be a much loved roadmap component for the future.

Or they will take one to the face, wonder why it failed so miserably, and put the roadmap back by a year, and player trust back quite a way, and make the dream of subscription growth a somewhat hollow goal.

So CCP which will it be? And do you really want to turn potential success into something you are going to spend a year trying to recover from?

Nothing left to say. Your Actions will speak louder than words.
After all, It is your game, and you are responsible for your decisions, whatever they lead to.

There is one EvE. Many people. Many lifestyles. WE are EvE