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[Citadels] Changing NPC taxes

First post
Author
Morrigan LeSante
Perkone
Caldari State
#621 - 2016-03-10 11:04:51 UTC
It's not if it can defend it "easily", it is a case of can it cause enough damage to the enemy fleet to discourage killing it for laughs.

Jury is out to be fair, but it doesn't need to be indestructible, just not worth the trouble to go to in order to "casually" kill it.
Black Pedro
Mine.
#622 - 2016-03-10 11:16:03 UTC
Rob Kaichin wrote:
I don't see a quote from CCP Nullabor on no asset recovery fee, but let me remind you: Supers and Titans will be locked in the wreck. Clones are destroyed. Industry jobs will drop the materials. Rigs and Service modules are destroyed. (And none of that mentions the massive time cost of Market seeding, or shipping multiple billion m3 of ships and assets into the new citadel.)

Even if all assets are safe, it's still worth ~10 bil and strategic denial of Titans to kill the XL.

Finally, try and enumerate to me the 'significant advantages' a Citadel brings. Are any of them worth the cost of losing a Citadel?
CCP Nullarbor confirmed asset recovery is free in this very thread to the same system, and on Slack was musing about extending that to stationless systems in Empire yesterday. It's also in the devblogs and has been part of the plan from the beginning.

Your assets are safe. All you are risking is the structure. If your hundred-man alliance can't kick in 100M ISK each to set up a large citadel, then players are really more risk-averse than I feared in this game. Yes, you probably shouldn't set up an XL, but there is no real added benefit for doing so unless you have supers. If you want an XL, you'll likely need some friends to help defend you, but we are not even sure of that since their combat capabilities have not been fully released.

Lay off the drama. Fortune favours the bold. If you aren't willing to take on a small bit of risk for real benefits that is your choice. Don't cry though if you are left behind by other groups more adventurous than yours who will enjoy the bonus to refining, free jump clones, and reduced market fees that will ship with the citadel release, and in the future, bonuses to industry and more, while you wallow in the absolute safety of your NPC station.

Everything in this game, including these structures, are just space pixels. Live a little.
Nevyn Auscent
Broke Sauce
#623 - 2016-03-10 11:21:20 UTC
Morrigan LeSante wrote:
It's not if it can defend it "easily", it is a case of can it cause enough damage to the enemy fleet to discourage killing it for laughs.

Jury is out to be fair, but it doesn't need to be indestructible, just not worth the trouble to go to in order to "casually" kill it.

But they don't kill it for laughs, they kill it for the loot it drops, since even the bare hull drops a massive amount of loot.
Morrigan LeSante
Perkone
Caldari State
#624 - 2016-03-10 11:27:34 UTC  |  Edited by: Morrigan LeSante
Yes but an XL in initial tests took about a dozen (maybe it was 14?) dreads down with it and that was the first of three cycles.

Those losses will offset a lot of the loot and the DPS cap means even a massive blob is going to take casualties because there's a cap on how fast it can ever RF..
Rob Kaichin
Aliastra
Gallente Federation
#625 - 2016-03-10 11:30:24 UTC  |  Edited by: Rob Kaichin
Thank you for point that out to me. That's what I get for reading the thread on a phone with a tiny, tiny screen.

I still feel the need to restate that using a Citadel doesn't give me any advantages worth the cost. Repeating "it's all going to be worth it" makes you sound like a cult leader, not a rationalist.

What this is is just a punishment. "You're using NPC stations and we don't want you to do that". It's a failure by the game designers to come up with attractions for Citadels which will tempt people into using them.

The players in this thread have already come up with some good incentives: Security offices in Highsec, less/no faction police on grid, things which stations in Highsec can't do.

It's worth repeating this though:

"The space where Citadels could compete is anywhere between 0% and the current highest tax. Not the current lowest tax, the highest. If Citadels had a lower limit of 0.75% sales and 0.01875% Broker's fee, they'd still be competitive, because very few people are currently paying that lowest tax band. "

Make NPC Stations and Citadels equal, then expand the possibilities Citadels can have horizontally, not vertically. Choose a Citadel for what it does that a NPC station can't do, not what it does that an NPC station does worse.

One is progressive development, the other is regressive.
motie one
Secret Passage
#626 - 2016-03-10 11:41:37 UTC  |  Edited by: motie one
Remember, when discussing whether the new citadels are worth it or not, compared to an npc station, that the Financial viability and profitability will be the last thing that people consider.

Ahead of that is what benefit do I gain? what new options are open to me? Can it give me more control? Does it open new areas of space to me or strategic advantages? Will it be more FUN!?

Then there are those who will replace POS with these, they will have their own advantages to consider.

Making it a pain in the arse to use NPC stations or a bit or a lot more unpleasant to live in, is just going to annoy the hell out of people for ABSOLUTELY no gain, or wanted change in behaviour.

Sure, behavior will change, but not in the way that is hoped. People react badly to being forced and bullied, and compliance, is the least likely behavioural change.

It is so weird, the difference between the teams, Some teams, just seem to get it, without the obvious needing to be pointed out,
Some teams just never get it at all, and are so self destructive it is hard to credit it.
But the individual devs seem to understand, and try really hard to limit the damage, but are unable to change the philosophy that seems cast in stone.

Well, it is not the devs, and it is not CCP Seagull, she certainly gets it. Her vision is clear and awesome. We WANT to follow her lead.

The problem seems somewhere between senior management and the Devs.

I wonder who that person is, who is responsible for harming the relationship so much?

We never need to know who that is, but I truly hope some re-education takes place.
Morrigan LeSante
Perkone
Caldari State
#627 - 2016-03-10 11:45:39 UTC
Oh I definitely agree, sticks are a terrible way to do this.
motie one
Secret Passage
#628 - 2016-03-10 11:47:48 UTC  |  Edited by: motie one
Morrigan LeSante wrote:
Oh I definitely agree, sticks are a terrible way to do this.


I am guessing everybody knows this apart from the person who is commanding it.

I deeply hope that CCP Seagull, reads the forums sometimes, and sees what is being done in her name!
It is good to hope.
Black Pedro
Mine.
#629 - 2016-03-10 12:08:35 UTC
Rob Kaichin wrote:
I still feel the need to restate that using a Citadel doesn't give me any advantages worth the cost. Repeating "it's all going to be worth it" makes you sound like a cult leader, not a rationalist.
I never said that. I said you have a choice: risk a structure for benefits, or forgo those benefits and stay in your NPC station. The decision of whether those advantages are worth the risk and cost to you is yours of course, but you are very much intended to have to make that decision by CCP.

Rob Kaichin wrote:
What this is is just a punishment. "You're using NPC stations and we don't want you to do that". It's a failure by the game designers to come up with attractions for Citadels which will tempt people into using them.
Not really. It's true they are making stations worse in order to make citadels more attractive, but it part of an effort to restoring some of the risk vs. reward that is so lacking in modern Eve. Players need to be rewarded if they offer themselves up as a target to other players and currently, NPC stations are just too safe and too good for players to accept the cost and risk of a citadel.

If they don't do this it will just be the Drifter Incursion fiasco all over again. You can't release a new feature which is riskier, but pays less and expect players to do it. Sansha Incursions rewards should have been nerfed into the ground or removed entirely so players would run the new content. Instead, the new content was mostly ignored, and all those developer hours were essentially wasted on a feature that hardly anyone used.

CCP has made a major investment in these new structures and they want people to use them. There has to be some game advantage to using them.

I too am a little concerned these tax rates are a little too punitive, and perhaps other incentives would be a good idea, but deadlines are fast approaching so I expect what we see here is close to what we will get on initial release.
Tipa Riot
Federal Navy Academy
Gallente Federation
#630 - 2016-03-10 12:30:58 UTC  |  Edited by: Tipa Riot
motie one wrote:
Morrigan LeSante wrote:
Oh I definitely agree, sticks are a terrible way to do this.


I am guessing everybody knows this apart from the person who is commanding it.

I deeply hope that CCP Seagull, reads the forums sometimes, and sees what is being done in her name!
It is good to hope.

Not sure, CCP Seagull said three things relevant to this expansion and proposed tweaks:
- Everything shall be destructible
- More control to players
- EvE's economy is in an unhealthy state

Now given that guidance, dev teams come up with solutions ... and the presented solution matches these goals perfectly. In my opinion the solution is a too big disruption and a very dangerous experiment. Essentially it's about putting sov game rules on top of high- and lowsec. At least it has the potential to damage the sentiment about the Citadel expansion, because the majority of EvE players will suffer, and only a minority has something to gain here.

I'm my own NPC alt.

Rob Kaichin
Aliastra
Gallente Federation
#631 - 2016-03-10 12:35:46 UTC  |  Edited by: Rob Kaichin
Black Pedro wrote:
Rob Kaichin wrote:
[...] a cult leader, not a rationalist.
I never said that.

I'm sorry, but that's how I read " Don't cry though if you are left behind by other groups more adventurous than yours who will enjoy the bonus to refining, free jump clones, and reduced market fees that will ship with the citadel release, and in the future, bonuses to industry and more. "
Black Pedro wrote:

Not really. It's true they are making stations worse in order to make citadels more attractive...


You have a funny way of saying exactly what I was saying and treating it like a virtue.
Black Pedro wrote:
If they don't do this it will just be the Drifter Incursion fiasco all over again. You can't release a new feature which is riskier, but pays less and expect players to do it.


The Drifter Incurisions were an interesting concept which failed at more than one stage in more than one way:

It was targeted at the Incursion running crowd, but made it impossible to use battleships without losing them. It wanted to attract roleplayers, but made using the 'right amount of players' impossible. The best way to play was to swarm the Drifters with many many frigates as a buffer, then use battleships. This made it ISK effective.

It didn't work the first time it was implemented, which killed the hype it did generate, and when they did re-introduce it, the un-dodge-able DD made it unenjoyable to run. When they finally patched the numbers exploit, they had effectively killed any reason people had to run it.

Boiling it down to 'there wasn't enough reward for the risk' ignores the actual facts in a way which doesn't help your argument.

Do I think that they're representative of how Citadels will be introduced? In some ways, yes. Unreasonable punishment means low uptake and less continued activity. Botched implementation kills hype, means early adopters don't encourage other people to play. Most importantly, attracting the right crowd means making more of what they like, not pretending they'll like it, when they won't.

Let's look:
  • "unreasonable punishment" : tick.
  • "pretending they'll like it" : tick
  • "botched implementation": Well we're not there yet.

  • Black Pedro wrote:
    CCP has made a major investment in these new structures and they want people to use them. There has to be some game advantage to using them.

    I too am a little concerned these tax rates are a little too punitive, and perhaps other incentives would be a good idea, but deadlines are fast approaching so I expect what we see here is close to what we will get on initial release.


    Sideways, not vertical. I want people to use Citadels, but I want CCP to think of the people who won't be using Citadels too. They're not an underclass to be abused or denigrated.

    Releases can be delayed. A "We want this to work right for everyone" post is something that garners a positive response, and doesn't make the less engaged, newer players go "well, CCP aren't interested in having me, so they won't get my money".
    Rob Kaichin
    Aliastra
    Gallente Federation
    #632 - 2016-03-10 12:41:31 UTC  |  Edited by: Rob Kaichin
    And I'm still not convinced that there's enough reward for the cost (I said risk initially) of having your castle knocked down. I guess my question for CCP is: what size of group do you want occupying what size of citadel?

    If ~600 guys is a medium, maybe I'm outrageously overestimating what DT might use. if ~600 is an XL, then I think my concerns are grounded.


    I meant cost, not risk.
    Kaivar Lancer
    Doomheim
    #633 - 2016-03-10 13:20:11 UTC
    Guys, my biomass queue is up. Just before I delete everything, understand that CCP has defied a 1,000+ reply threadnaught on Reddit and the official forum protesting against these changes. This is the same arrogance that ignited monocle-gate. Because CCP knows better than the players. Or something.

    Whatever. I am voting with my feet and wallet.

    o7

    /biomass
    /uninstall
    Frostys Virpio
    State War Academy
    Caldari State
    #634 - 2016-03-10 13:23:59 UTC
    Rob Kaichin wrote:


    It's worth repeating this though:

    "The space where Citadels could compete is anywhere between 0% and the current highest tax. Not the current lowest tax, the highest. If Citadels had a lower limit of 0.75% sales and 0.01875% Broker's fee, they'd still be competitive, because very few people are currently paying that lowest tax band. "



    Nobody would put their assets at risk of being locked out for that kind of benefit. That is where the issue is. The station are currently just too good to offer something meaningful. Putting billions in assets at risk of being locked out for just a few day if something happen to the citadel is taking too long to recoup by just shaving of just that little tax. The peoples who build said citadel will also want to recoup some of the cost of building it and they would kill their only carrot of slightly lower taxes if they ever want to run an income to pay it over time because the difference doesn't have enough of a margin to play with.
    Frostys Virpio
    State War Academy
    Caldari State
    #635 - 2016-03-10 13:33:03 UTC
    Rob Kaichin wrote:
    And I'm still not convinced that there's enough reward for the risk of having your castle knocked down. I guess my question for CCP is: what size of group do you want occupying what size of citadel?

    If ~600 guys is a medium, maybe I'm outrageously overestimating what DT might use. if ~600 is an XL, then I think my concerns are grounded.


    If you are not sure they will be worth the risk, it means NPC version of the services are too good for you to value the advantages the citadels are supposed to bring to you. Problem is, some service you can't just make "better" in the player owned version. You can't really make jump clone "better" than they are because it create other issue. The tax can be made slightly better but the difference is extremely small so CCP is pushing for making the margin between the 2 larger to let some leeway to citadel owners to play with. Refining is getting the same treatment because again, the margin to play with for the owner is rather small. Unlimited office number is a good thing if you open it up to every one and set it up in a place where people will want offices but you can't be sure who will be able to use it because it's really dependent on geography.

    Rob Kaichin
    Aliastra
    Gallente Federation
    #636 - 2016-03-10 13:36:02 UTC
    Frostys Virpio wrote:
    Rob Kaichin wrote:


    It's worth repeating this though:

    "The space where Citadels could compete is anywhere between 0% and the current highest tax. Not the current lowest tax, the highest. If Citadels had a lower limit of 0.75% sales and 0.01875% Broker's fee, they'd still be competitive, because very few people are currently paying that lowest tax band. "



    Nobody would put their assets at risk of being locked out for that kind of benefit. That is where the issue is. The station are currently just too good to offer something meaningful. Putting billions in assets at risk of being locked out for just a few day if something happen to the citadel is taking too long to recoup by just shaving of just that little tax. The peoples who build said citadel will also want to recoup some of the cost of building it and they would kill their only carrot of slightly lower taxes if they ever want to run an income to pay it over time because the difference doesn't have enough of a margin to play with.


    It's not an inconsiderable amount of tax raised if you consider the volume of ISK being traded: it manages to raise substantial sums over the whole of New Eden, almost 10 trillion ISK. We have no data on how few people are paying that level of tax though.

    Besides, it's hardly the only carrot. It's a whole hamper of vegetables really, along with all the other mooted changes.
    Rob Kaichin
    Aliastra
    Gallente Federation
    #637 - 2016-03-10 13:53:37 UTC  |  Edited by: Rob Kaichin
    Frostys Virpio wrote:
    Rob Kaichin wrote:
    And I'm still not convinced that there's enough reward for the risk of having your castle knocked down. I guess my question for CCP is: what size of group do you want occupying what size of citadel?

    If ~600 guys is a medium, maybe I'm outrageously overestimating what DT might use. if ~600 is an XL, then I think my concerns are grounded.


    If you are not sure they will be worth the risk, it means NPC version of the services are too good for you to value the advantages the citadels are supposed to bring to you. Problem is, some service you can't just make "better" in the player owned version. You can't really make jump clone "better" than they are because it create other issue. The tax can be made slightly better but the difference is extremely small so CCP is pushing for making the margin between the 2 larger to let some leeway to citadel owners to play with. Refining is getting the same treatment because again, the margin to play with for the owner is rather small. Unlimited office number is a good thing if you open it up to every one and set it up in a place where people will want offices but you can't be sure who will be able to use it because it's really dependent on geography.




    In the spirit of giving Citadel owners more leeway, shall we limit the number of people able to be docked in an NPC station? Surely that's a space where players can compete...

    What I really meant was not worth the cost, and unfortunately using the wrong word has confused the point I was making.

    If an XL citadel costs ~150 billion ISK, how is that ISK to be recouped? Is it considered a sunk cost or are all citadels meant to make back their fuel and initial expenses? In what length of time should a Citadel recoup their costs?

    As for 'not worth the risk, NPC stations too good', I think that's incorrect reasoning. Allowing a Citadel lower taxes than a NPC station would be a pull factor, even if the lowered taxes were only below the current highest taxes, simply because players don't wish to lose ISK to taxes they don't have to pay. Similarly, player offered jump clones in locations where there are no NPC stations (or where the players have run out of 'station space' will also be a pull factor.

    Nerfing NPC stations strengthens the pull factor, sure, but it doesn't mean it won't exist if you don't.
    motie one
    Secret Passage
    #638 - 2016-03-10 14:16:24 UTC  |  Edited by: motie one
    Black Pedro wrote:
    Rob Kaichin wrote:
    I still feel the need to restate that using a Citadel doesn't give me any advantages worth the cost. Repeating "it's all going to be worth it" makes you sound like a cult leader, not a rationalist.
    I never said that. I said you have a choice: risk a structure for benefits, or forgo those benefits and stay in your NPC station. The decision of whether those advantages are worth the risk and cost to you is yours of course, but you are very much intended to have to make that decision by CCP.

    Rob Kaichin wrote:
    What this is is just a punishment. "You're using NPC stations and we don't want you to do that". It's a failure by the game designers to come up with attractions for Citadels which will tempt people into using them.
    Not really. It's true they are making stations worse in order to make citadels more attractive, but it part of an effort to restoring some of the risk vs. reward that is so lacking in modern Eve. Players need to be rewarded if they offer themselves up as a target to other players and currently, NPC stations are just too safe and too good for players to accept the cost and risk of a citadel.

    If they don't do this it will just be the Drifter Incursion fiasco all over again. You can't release a new feature which is riskier, but pays less and expect players to do it. Sansha Incursions rewards should have been nerfed into the ground or removed entirely so players would run the new content. Instead, the new content was mostly ignored, and all those developer hours were essentially wasted on a feature that hardly anyone used.

    CCP has made a major investment in these new structures and they want people to use them. There has to be some game advantage to using them.

    I too am a little concerned these tax rates are a little too punitive, and perhaps other incentives would be a good idea, but deadlines are fast approaching so I expect what we see here is close to what we will get on initial release.


    You did mention the drifter incursion as an example, and It is actually quita a good one.

    There was not enough interesting content to encourage people to do them. The philosophy of maximise risk and people will somehow love it, naturally failed. The truth is, they were balanced for players who expound that philosophy, but would never actually do them. And people love to suggest increasing risks and reducing rewards for other people, then everything would magically work! Funny that.

    Thankfully, making them effectively compulsory, by nerfing other activities the way they are doing to citadels, would have been so "bat **** crazy" that sanity prevailed in this case.

    Ah well, now with the Citadel forced march plan, we will suffer a couple of years of increasing pain, when the attempt to force us to change, does not give the result they want, until someone, retires, gets fired, or moves to riot, and a rational look at the whole release occurs.
    And until someone realises that making new features fun and desireabe, is actually the only sane choice.

    Grr fun, is not a good business plan.

    How is it we get some releases where it seems CCP understands and embraces this, where players are delighted and surprised?
    Where in others it seems CCP just wants to make life miserable, and players wished they had not bothered to renew the subscription?

    Someone, somewhere knows the reason for this, I hope they get on top of the problem.
    Frostys Virpio
    State War Academy
    Caldari State
    #639 - 2016-03-10 14:24:23 UTC
    motie one wrote:


    You did mention the drifter incursion as an example, and It is actually quita a good one.

    There was not enough interesting content to encourage people to do them. The philosophy of maximise risk and people will somehow love it, naturally failed. The truth is, thay were balanced for players who expound that philosophy, but would never actually do them.

    Thankfully, making them effectively compulsory, the way they are doing to citadels, would have been so "bat **** crazy" that sanity prevailed.

    Ah well, now we will suffer a couple of years of increasing pain, when the attempt to force us to change, does not give the result they want, until someone, retires, gets fired, or moves to riot, and a rational look at the whole release occurs.


    From my point of view, they are putting those change in so the citadels are worth it unlike the drifters who were not worth the hassle because the reward were not at the right level for the incurred risk of losing battleships as often as required by running the content. People voted with their feet by not going into drifter incursion because it was not worth the hassle. If citadels are not worth the hassle, people also won't use them. People will keep using the alternative if the new option is not at least as good of a deal. The deal does not need to be the exact same but the combo has to be about as good. Drifters added risk of getting your BS one shot while giving out pretty much nothing. If your citadel can be destroyed compared to a station, there has to be benefits to owning one and that is what those taxes changes create.

    The original option of using NPC station will still be there like sansha incursion were still there but they are trying to make them more closely matched in risk and reward.
    Rob Kaichin
    Aliastra
    Gallente Federation
    #640 - 2016-03-10 14:27:28 UTC
    You know I laid out what actually happened in a reasonably sensible and unbiased way, so you don't have to twist what did(n't) happen into your own argument...

    Right?