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[Citadels] Changing NPC taxes

First post
Author
Babbet Bunny
#441 - 2016-03-06 14:07:25 UTC
Why don't they scale the clone cost based on SP?

If you have 5m SP or less -100k ISK per clone
and after say 50m SP it costs the 5m ISK
Lugh Crow-Slave
#442 - 2016-03-06 14:08:32 UTC  |  Edited by: Lugh Crow-Slave
Bethan Le Troix wrote:


-1 to other excessive taxes such as 6% broker fees. Especially if, as it sounds like will be the case, that player market services will not be available in high sec.



So uhh.... have you payed any attention to the changes if so where are you getting your info

The market will very much be usable in hs all citadel services will be
Lugh Crow-Slave
#443 - 2016-03-06 14:10:19 UTC
Babbet Bunny wrote:
Why don't they scale the clone cost based on SP?

If you have 5m SP or less -100k ISK per clone
and after say 50m SP it costs the 5m ISK


Yeah it's not like we just got rid of scaling clone costs or anything

Stop tyring to punish players just because they have been around longer
Babbet Bunny
#444 - 2016-03-06 14:23:25 UTC
Lugh Crow-Slave wrote:
Babbet Bunny wrote:
Why don't they scale the clone cost based on SP?

If you have 5m SP or less -100k ISK per clone
and after say 50m SP it costs the 5m ISK


Yeah it's not like we just got rid of scaling clone costs or anything

Stop tyring to punish players just because they have been around longer


How would you help the new or casual people afford clones?

And SP no longer equals time in....


Excellion
Nexus Mercator
#445 - 2016-03-06 14:54:37 UTC
Lugh Crow-Slave wrote:
Babbet Bunny wrote:
Why don't they scale the clone cost based on SP?

If you have 5m SP or less -100k ISK per clone
and after say 50m SP it costs the 5m ISK


Yeah it's not like we just got rid of scaling clone costs or anything

Stop tyring to punish players just because they have been around longer


Don't you have things a little bit backwards here? Right now jump clones are a flat rate for everyone, no matter how likely it is they are able to pay for the service. Anyone who has been around a while is more likely to have a decent isk reserve, as well as have a means to make isk faster than a new player has. Blow up five battleship-class rats in nullsec and you have your fee paid for. For a new character this likely means an hour or 2-3 of orbiting asteroids or running missions.

Same with the increased broker fees and sales tax. Anyone who just starts out will be hit by the full 2.5% and 6% respectively, at the time when your isk reserve is at its tightest. Sure, you can train skills to lower that but at that specific time you will also need skillpoints - and isk - more than ever to do... about everything else really. This is not "Punishing players who have been around longer". This is simply pricing according to ability to pay.
Lugh Crow-Slave
#446 - 2016-03-06 14:57:05 UTC
Babbet Bunny wrote:
Lugh Crow-Slave wrote:
Babbet Bunny wrote:
Why don't they scale the clone cost based on SP?

If you have 5m SP or less -100k ISK per clone
and after say 50m SP it costs the 5m ISK


Yeah it's not like we just got rid of scaling clone costs or anything

Stop tyring to punish players just because they have been around longer


How would you help the new or casual people afford clones?

And SP no longer equals time in....




How would I help them afford a clone?

5 mil isn't that much it's 3 missions 5 loads in a venture one load in a barge a single relic sight is far more than 5 mil is 3 plexs in fw is not alot of isk.
Lugh Crow-Slave
#447 - 2016-03-06 15:02:33 UTC
Excellion wrote:
Lugh Crow-Slave wrote:
Babbet Bunny wrote:
Why don't they scale the clone cost based on SP?

If you have 5m SP or less -100k ISK per clone
and after say 50m SP it costs the 5m ISK


Yeah it's not like we just got rid of scaling clone costs or anything

Stop tyring to punish players just because they have been around longer


Don't you have things a little bit backwards here? Right now jump clones are a flat rate for everyone, no matter how likely it is they are able to pay for the service. Anyone who has been around a while is more likely to have a decent isk reserve, as well as have a means to make isk faster than a new player has. Blow up five battleship-class rats in nullsec and you have your fee paid for. For a new character this likely means an hour or 2-3 of orbiting asteroids or running missions.



The new players that are spending 2-3 hours mining (much more than 5 mil btw) are not the ones using jump clones very often hell they probably don't even have the skill
Anhenka
Native Freshfood
Minmatar Republic
#448 - 2016-03-06 16:48:14 UTC
Lugh Crow-Slave wrote:

The new players that are spending 2-3 hours mining (much more than 5 mil btw) are not the ones using jump clones very often hell they probably don't even have the skill


Infomorph Psychology no longer has any skill requirements, so it's something that even a day old player can have in an hour from the start, and the skillbook only costs 1 mil.
Ayzn Betokhn
Pandemic Horde Inc.
Pandemic Horde
#449 - 2016-03-06 18:46:36 UTC
I would like to add my voice against these proposed changes.

Any charge to use jump clones is a step backwards.
The medical clone costs were described as something that had to go when that change was made. Charging to use a jump clone is just as bad. Players jump clone because they want to play the game, they may be undocking for a fight or switching for incursions or exploration or whatever. CCP needs players to want to do things in game; charging 5 million isk for every jump to a different clone is a punishment for wanting to play the game. If one can jump clone in a citadel without any timer restriction, then let the player (or the citadel owning corp/alliance) decide if the cost is worth it. And CCP needs to consider why they are designing that cost to be so exorbitant in the first place.

The refining tax conversion from minerals to isk is a good thing for citadel and outpost owners, but it does put the burden on one of the more maligned activities in eve, and the one profession that is never recommended by veteran players as a way to get rich. The bankrupt player can always get more minerals in even a rookie ship; owning the hard asset of the minerals does not mean that character has liquid isk for refining. PI does tax the player for isk before the asset can be sold; so there is precedent for this type of charge. This change isn't as bad as the jump clone charges. Mining will go on; but it does seem sort of elitist to
deliberately favor a richer class of player over the poorer.

The citadel expansion design seems to be working backwards. Instead of looking for new features; it is starting with new punishments. Look at some of the old POS threads; there was a market for safe public research facilities for bpo research/invention if it would lower the costs and time compared to npc stations (especially when station research slots were limited.) The old code never allowed that to be done with a public research POS. That public market could still exist for citadels (especially for long ME 10 jobs when one does not wish to risk a POS.) CCP can add things players want, something over what is already in game (such as letting the supercarrier pilots out of their space coffins); not punish everyone to force using citadels. And if the cost of a citadel has been designed too high for the benefits it provides, there is time to redo that designed cost, none have been built yet.

This last dev blog was really disappointing. The much-hyped citadel expansion is now being presented as a tax increase for everyone for everything on the market, and a new cost for using jump clones, and not a single citadel has even been built. As a Jesus feature, this is already putting the citadel expansion right there with the infamous captain’s quarters and walking in stations.



Anhenka
Native Freshfood
Minmatar Republic
#450 - 2016-03-06 20:54:01 UTC
Ayzn Betokhn wrote:
~Snip cause it was really long~


I agree with you on the jump clone changes, it doesn't make sense to me either.

The ore refining one I one that I have no particular feelings one way or another on. I would personally wish for there to be an option in terms of which tax you should pay, but I'm not expecting much of a problem with newbies not having the cash to refine their own minerals with low mineral refining amounts comes low costs. It will make refining ore for someone else a bit trickier though in that you now have to have them pay you the isk to refine the batch first, but eh, w/e.

But the Transaction Tax one is a bit harder for me to disagree with.

We have so many carrots with NPC stations an POS's, that we can't really add a carrot and no stick to using a citadel market without there being severe consequences.

Market transaction tax is one of the largest Isk sinks in the game, behind only Skillbooks, and LP store transactions. http://cdn1.eveonline.com/www/newssystem/media/68738/1/sinksfaucets.png

I know I only pay something like 1.25% I think between Tax and Broker fee's at Jita 4-4 with a max standings and trade skill char.

We can't give them a material efficiency bonus to production, at least not initially, that's basically the most powerful bonus you can stick on a structure, and if we did it would just move manufacturing into citadels as a must have to compete.

There's not much room to wedge a carrot in there to incentivize people to use a Citadel. The only way was the stick.

And there are a lot of carrots coming down the pipe in the future with all the modules we will be able to add onto the Citadels. They just are not present in the initial release.

But the Tax changes were necessary in order for Citadels to be able to compete with NPc stations as a market hub, especially with the destructibility factor. the numbers might be a bit ecessive, I would have gone with 2 and 3-4 instead of 2.5 and 5-6, but the stick had to happen in one form or another.
Deck Cadelanne
CAStabouts
#451 - 2016-03-06 21:41:01 UTC
Axhind wrote:

Considering how OP NPC stations in low sec are I don't really see what the problem is with nerfing the ever living **** out of them. If you are such an elite PvP force I'm sure you can keep a citadel alive.


So it's OP to have a base the most OP faction in the game can't destroy or deny access to?

Ironic, to say the least.

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

- Hunter S. Thompson

Tristan Agion
Royal Amarr Institute
Amarr Empire
#452 - 2016-03-07 00:07:43 UTC
Ayzn Betokhn wrote:
As a Jesus feature, this is already putting the citadel expansion right there with the infamous captain’s quarters and walking in stations.

A "Jesus feature"? I know "Hail Mary products", but that's a new one for me. I guess next is the "Holy Trinity DLC"? Blink

Anyway, the key problem here is a psychological one. If CCP releases citadels, and only a few null sec alliances construct one to demonstrate their respective procreational organ lengths, whereas nobody else cares - then CCP will have ostrich egg on its face.

They must make us care about citadels to justify their investment. It is in fact really difficult to make most players care about citadels. That's because most players hang out in high sec and PVE. So these measures are simply CCP ramming the square peg of their reluctant player base through the round hole of their hyped citadels.

Personally, the only thing that has made me look forward to the citadel expansion so far are the plans for an Oasis citadel in a C4 wormhole. That's a cool idea...
Vic Jefferson
Stimulus
Rote Kapelle
#453 - 2016-03-07 01:03:58 UTC
Lugh Crow-Slave wrote:
5 mil isn't that much it's 3 missions 5 loads in a venture one load in a barge a single relic sight is far more than 5 mil is 3 plexs in fw is not alot of isk.


5 million isn't a ton of money by itself, rather this is a recurring cost, per character, basically per day.

Let's presume I play 5 days a week, and have two alts. I jump every day to do another activity - i.e. the point of jump clones.

That's 3.12 billion a year that I didn't need to pay last year. That's over three billion isk worth of ships that I won't be buying and un-docking with, three billion worth of ships that won't need to be built. Now project that across many people who share the same nomadic life sytle - It's a lot of ISK removed from building content and put into nothing.

It disproportionately hurts the small groups which are driving so much of the content in New Eden, at a time when they need help, not another kick to their wallets and convenience. Large groups for the most part have already shown themselves to be poor stewards of content; this is another change that barely effects them and is downright oppressive for small entities, who actually are driving content.

Tristan Agion wrote:
Anyway, the key problem here is a psychological one. If CCP releases citadels, and only a few null sec alliances construct one to demonstrate their respective procreational organ lengths, whereas nobody else cares - then CCP will have ostrich egg on its face.


And you nail this one down. It's true - If you aren't trying to dock a super, if you aren't in a WH, Citadels do absolutely squat to your gameplay, and these forced design changes to try and push their relevance where it doesn't belong. Making new features relevant should not necessitate completely gutting other features.

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

Anhenka
Native Freshfood
Minmatar Republic
#454 - 2016-03-07 01:20:46 UTC  |  Edited by: Anhenka
Vic Jefferson wrote:

Tristan Agion wrote:
Anyway, the key problem here is a psychological one. If CCP releases citadels, and only a few null sec alliances construct one to demonstrate their respective procreational organ lengths, whereas nobody else cares - then CCP will have ostrich egg on its face.


And you nail this one down. It's true - If you aren't trying to dock a super, if you aren't in a WH, Citadels do absolutely squat to your gameplay, and these forced design changes to try and push their relevance where it doesn't belong. Making new features relevant should not necessitate completely gutting other features.


Right now.

http://community.eveonline.com/news/dev-blogs/back-into-the-structure/

http://community.eveonline.com/news/dev-blogs/shake-my-citadel/?_ga=1.52799592.1142063968.1429013334

http://community.eveonline.com/news/dev-blogs/building-your-citadel-one-block-at-a-time/?_ga=1.191440173.680614799.1456414970

https://docs.google.com/document/d/1mEbMx9xUXje3KH4AppvcjSSoALUVtVEaK6ZZ-zy2Lrs/edit?pli=1

The initial Citadel release will include only a small portion of the eventual functionality. But CCP can only release part at a time.

So while you are looking at them going "Well this doesn't do anything great for me right now where I am, so it must be trash, and suitable only for people measuring **** length", everyone with a bit of foresight is look long term to what they will be. And that's the main difference between people who whine about others being successful in game, and the successful. We will build them, and prepare to use them when the full capability comes out, and as it happens, you and others will look in surprise at the big blocks and prepared players who anticipated and prepared, and now have everyone else over a barrel.

So yeah, they probably wont do squat for you to start. Whine away with your head in the sand, don't use them, don't engage in a meaningful conversation about what they should be like and how they should work. We don't mind.
Vic Jefferson
Stimulus
Rote Kapelle
#455 - 2016-03-07 01:33:05 UTC
Anhenka wrote:
And that's the main difference between people who whine about others being successful in game, and the successful. We will build them, and prepare to use them when the full capability comes out, and as it happens, you and others will look in surprise at the big blocks and prepared players who anticipated and prepared, and now have everyone else over a barrel.


I think you are projecting just a bit here. Roll

If they add new stuff, like player run in-game casinos, or citadels are instrumental in building stargates, or Citadels let you have your own corp LP....great! Fantastic! It's the fact that the as of now product that is shipping removes existing functionality just to retain relevance that makes it unsound at best. Functionality which upon removal, is a net bad thing for the game overall.

Big blocs, as stated, are terrible stewards of content. Giving them all the keys to content and power is suicidal for a game like this - history is a fine teacher here.

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

Anhenka
Native Freshfood
Minmatar Republic
#456 - 2016-03-07 02:41:03 UTC
Vic Jefferson wrote:
Anhenka wrote:
And that's the main difference between people who whine about others being successful in game, and the successful. We will build them, and prepare to use them when the full capability comes out, and as it happens, you and others will look in surprise at the big blocks and prepared players who anticipated and prepared, and now have everyone else over a barrel.


I think you are projecting just a bit here. Roll

If they add new stuff, like player run in-game casinos, or citadels are instrumental in building stargates, or Citadels let you have your own corp LP....great! Fantastic! It's the fact that the as of now product that is shipping removes existing functionality just to retain relevance that makes it unsound at best. Functionality which upon removal, is a net bad thing for the game overall.

Big blocs, as stated, are terrible stewards of content. Giving them all the keys to content and power is suicidal for a game like this - history is a fine teacher here.

Except the changes don't give big blocks all the power, it gives everyone a set of tools, and everybody a set of rules, and then let things happen. And the bar to entry here is not all that high. If a 100 man mission running corp all donated an hour of time worth of ratting rewards, they could purchase a large Citadel egg. And an active 100 man corp could easily defend one too. Given the current stats, a citadel backup up by a small support fleet will be a very tough nut to crack without overwhelming force.

And the fears about nullsec groups storming in, declaring war on everyone else with a citadel and tearing them down to try an maintain control of Citadel markets? Total tinfoil. We are a lazy bunch. It's hard to get us to go bash towers or entosis systems in nullsec, much less heavily defended citadels in highsec.

The reason you and others assume that it's to the big blocks favor is because the change, like every other change, is of greater benefit to organized groups as compared to those without organized activity. And the majority of individual players and highsec players don't work to take advantage of changes. And by organized I honestly mean 5-10 actual people and up.

That's enough to run a Citadel or POS, utilize labs and manufacturing, refining, and have enough people who can show up during the very short window in which a POS is vulnerable. Especially in highsec where it requires a war declaration to tear one down and the defender can call in allies. And even then, the attackers have to successfully siege the Citadel three times, and then only during the small predefined blocks that the owner sets. Seriously, the medium citadel is only vulnerable for 3 hours a week.

And have you seen the preliminary stats on the citadel weapons? Sheesh. CCP apparently decided that whole not losing ships while attacking a station bit was over. Some of the new guided weapons will **** you up, even with a coordinated fleet.

But somehow, all this content is only available to big blocks. And people state this like gospel. I find it truly boggling.

But me? I'm putting up a Fortizar (Large) citadel on day 1, in a highsec location convenient to my alliance logistics, with a market module, set to 1.25% broker fee, using my altcorp, with my 6 hour a week vulnerability window split between 06:00 and 09:00 Wednesday and Thursday. I don't honestly expect any hostility towards it. Because that would require someone to have a reason to kill it, and the strength to do so. Oh and a fleet of BS's that can take out 4-5 RR Sentry domis sitting under a structure capable of nearly instablapping a BS. Not concerned.
Nevyn Auscent
Broke Sauce
#457 - 2016-03-07 02:48:02 UTC
Anhenka wrote:

And have you seen the preliminary stats on the citadel weapons? Sheesh. CCP apparently decided that whole not losing ships while attacking a station bit was over. Some of the new guided weapons will **** you up, even with a coordinated fleet.

But somehow, all this content is only available to big blocks. And people state this like gospel. I find it truly boggling.

But me? I'm putting up a Fortizar (Large) citadel on day 1, in a highsec location convenient to my alliance logistics, with a market module, set to 1.25% broker fee, using my altcorp, with my 6 hour a week vulnerability window split between 06:00 and 09:00 Wednesday and Thursday. I don't honestly expect any hostility towards it. Because that would require someone to have a reason to kill it, and the strength to do so. Oh and a fleet of BS's that can take out 4-5 RR Sentry domis sitting under a structure capable of nearly instablapping a BS. Not concerned.

You mean the stats where an M Citadel does 30 DPS to a T1 cruiser? Those stats?
Sure in Null they are ok vs Subcaps, but in Null it's titans getting dropped on your head instead. And Caps will take the citadel firepower just fine especially with the new modules.
It's all about how big a blob you can drop on a citadel, and if it's bigger than the other guys by more than about 1 or 2 ships, you will win. The Citadel itself isn't going to make enough difference, especially in highsec with it's super limited subcapital launchers.
Tristan Agion
Royal Amarr Institute
Amarr Empire
#458 - 2016-03-07 03:19:34 UTC
Naive questions... say I'm flying in high sec, and I approach and try to dock at a citadel that doesn't want me around. What happens? Simply "docking request denied"? Or can the owner decide to shoot at me? If he can and does, is CONCORD going to do anything? What about low sec? And in null / j-space, where I assume anything goes from the side of the citadel, is there any way of telling in advance whether you would be welcome? Or do you have to fly there and hope to not get shot out of the sky as you approach?
Anhenka
Native Freshfood
Minmatar Republic
#459 - 2016-03-07 03:29:29 UTC
Tristan Agion wrote:
Naive questions... say I'm flying in high sec, and I approach and try to dock at a citadel that doesn't want me around. What happens? Simply "docking request denied"? Or can the owner decide to shoot at me? If he can and does, is CONCORD going to do anything? What about low sec? And in null / j-space, where I assume anything goes from the side of the citadel, is there any way of telling in advance whether you would be welcome? Or do you have to fly there and hope to not get shot out of the sky as you approach?


In high sec, nothing. You will just get a generic "This corporation does not permit you access blah blah standings" message. In highsec it can't attack you if you are not a valid target, meaning you are at war with the owner, or have aggression on the structure. In turn, you cannot attack it without being killed by Concord unless you are at war with the owner.

In lowsec, nullsec, WH space it can be set up to free-fire on anyone who does not fit the profile set up by the owner. Do not poke it with a stick.

As far as knowing in advance if you can dock, dunno, CCP has afar as I know not said if there is a docking indicator, but I would guess it will be shown somewhere in the display information.
Anhenka
Native Freshfood
Minmatar Republic
#460 - 2016-03-07 03:35:37 UTC  |  Edited by: Anhenka
Nevyn Auscent wrote:
Anhenka wrote:

And have you seen the preliminary stats on the citadel weapons? Sheesh. CCP apparently decided that whole not losing ships while attacking a station bit was over. Some of the new guided weapons will **** you up, even with a coordinated fleet.

But somehow, all this content is only available to big blocks. And people state this like gospel. I find it truly boggling.

But me? I'm putting up a Fortizar (Large) citadel on day 1, in a highsec location convenient to my alliance logistics, with a market module, set to 1.25% broker fee, using my altcorp, with my 6 hour a week vulnerability window split between 06:00 and 09:00 Wednesday and Thursday. I don't honestly expect any hostility towards it. Because that would require someone to have a reason to kill it, and the strength to do so. Oh and a fleet of BS's that can take out 4-5 RR Sentry domis sitting under a structure capable of nearly instablapping a BS. Not concerned.

You mean the stats where an M Citadel does 30 DPS to a T1 cruiser? Those stats?
Sure in Null they are ok vs Subcaps, but in Null it's titans getting dropped on your head instead. And Caps will take the citadel firepower just fine especially with the new modules.
It's all about how big a blob you can drop on a citadel, and if it's bigger than the other guys by more than about 1 or 2 ships, you will win. The Citadel itself isn't going to make enough difference, especially in highsec with it's super limited subcapital launchers.


At least according to some of the current stats on Sisi http://imgur.com/a/PTYd7 that's very roughly the same damage application as cruise missiles. Higher explosion velocity, and higher explosion radius, so kind of a tradeoff there on application.

But even if we assume that the structure only has 5 launchers, and 2 lowslot BCU's with equivalent stats to ship BCU's (an I expect this not to be true) and absolutely no bonuses to damage through structure bonuses, and lv 4 on the Structure Missile Systems skill, we are talking a mere 42k damage Alpha, on anywhere from 10 to 20 second cycle time, with the application roughly of a cruise missile, with better damage on painted targets. I would expect this number to be higher when all the mods to the Citadels have been revealed, too.

Of course, the mids will have Webs, Scrams, Damps, Jams, etc. I would be very surprised if a citadel control gunner couldn't do some nasty work post release using Citadel webs, paints, + high missile damage. think blap dreads, but structures.

A deathstar POS is a major threat to a small-mid sized battleship fleet, I would be seriously surprised if a Fotizar was any less dangerous.

Expect some variation on the blap dread concept.

Edit: I fully expect the final result will in no way resemble the current stats on Sisi. Honestly, if they are this weak on launch, I will be severely surprised. This is a sort of "Worst case scenario", where the stats only include the very bare minimum amount of bonuses and mods and skill CCP has revealed.