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[Citadels] Changing NPC taxes

First post
Author
Morrigan LeSante
Perkone
Caldari State
#801 - 2016-03-11 13:42:04 UTC  |  Edited by: Morrigan LeSante
Lucas Kell wrote:
Morrigan LeSante wrote:
Yeah it depends if there were any to start with, but the risk is really pretty tiny.

Like I say, this is a stealth isk sink, people will continue to use the main hubs in empire for the foreseeable future.
Perhaps, but I have to ask, if you think there's zero risk no and basically no risk from a citadel, why would players continue to use the main hubs if a citadel offers them the same service for lower fees? It would seem to me the only reason to not use a citadel in the inherent risk of doing so. I can tell you for one as a trader with a shocking amount of isk invested in the market that there's no way I'll be putting everything into citadels.



I'm wagering on that because It's the hassle factor for the sellers/haulers and the lazy factor for the buyers. A single huge hub is just easier for everyone. Decentralised citadels would be less popular as a result. I certainly can't be bothered running 5-10 jumps back and forth to 3 different places over a few million difference and anyone I know feels the same way.

You'll know yourself people pay over the odds for convenience and that is what a main massive market hub provides.

What NPC stations provide is complete stability.

I should perhaps rephrase, whilst there is no risk of loss (this is typically the definition of risk used here, risk of loss) using a citadel, what there is the risk of is mighty hassle and inconvenience.

My money is on the sellers passing the fees onto the buyers who will happily pay it for the convenience.

If someone did set up a massive hub and people started using it, someone else might set up a cheaper one, someone might set one up for lols only to tear it down to disrupt the market for a week or so whilst stuff is impounded, someone might quit even and the fuel stops.


So whilst there is no risk of asset loss, there is a risk of inconvenience of varying levels for both sellers and buyers. None of this is present via stations and nor should it ever be - this is not a job and it should never become one.

That is why I believe this is simply a thinly veiled isk sink - which is fine.
Sgt Ocker
What Corp is it
#802 - 2016-03-11 13:49:16 UTC
Lucas Kell wrote:
Because that's what you're talking about here. You're complaining that rich people will make isk and you want to pay an NPC instead so they don't.



Who cares if the rich get richer, as long as CCP can find a way to balance it.
The rich who want to build Citadels as trade hubs should need to find a way to make them attractive to traders - Not have CCP do it for them with increased npc taxes and brokers fees.

The whole Citadel thing becomes a flop if the only way CCP can get players to use them is by force.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Lucas Kell
Solitude Trading
S.N.O.T.
#803 - 2016-03-11 13:50:00 UTC
Rob Kaichin wrote:
I wonder where Lucas would be on these issues were he not one of the people who stands to gain the most from them.
I'm already not. I don't plan on owning a citadel, and if SMA or the Imperium owns one the only place I'm likely to see any benefit is in SRP, but most of the time I don't file for SRP because I have plenty of isk and filling out forms bores me. So I'll gain nothing either way, but I'll certainly pay more in fees on the several thousand active orders I have at any one time.

I wonder why people always leap to the assumption that because I have an SMA tag that every decision I make is based out of some desire to benefit myself (and often seem to feel they have an automatic unbiased opinion). I push for changes that negatively impact me as much as I'm pushing for ones that positively impact me as I base it on the merits of the change, not on the impact it has on me directly. If I were looking to benefit myself here I'd be against increasing the cost of trading significantly. I in fact would rather see them add more risk, such as the recovery fee added if citadels are reinforced or destroyed when you recover your inventory to the same system.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#804 - 2016-03-11 13:53:33 UTC
Sgt Ocker wrote:
Lucas Kell wrote:
Because that's what you're talking about here. You're complaining that rich people will make isk and you want to pay an NPC instead so they don't.


Who cares if the rich get richer, as long as CCP can find a way to balance it.
The rich who want to build Citadels as trade hubs should need to find a way to make them attractive to traders - Not have CCP do it for them with increased npc taxes and brokers fees.

The whole Citadel thing becomes a flop if the only way CCP can get players to use them is by force.
It's impossible to give a benefit over a minimal cost station with zero risk. Increasing the base brokers fee gives more room for citadel owners to do exactly what you suggest, and they will still need to entice traders over. Noone is being forced, if you want to keep trading at an NPC station, the brokers fee will be between 3.5% and 5% which should be easy to absorb into most margins.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Rob Kaichin
Aliastra
Gallente Federation
#805 - 2016-03-11 14:02:33 UTC
It's the fact that I've never seen you advocating for a change which punishes your group and the fact that you turn up as a spoiler commentator for almost every discussion I see you in that makes me doubt you're in it for the health of the game.

Which is what we're really discussing here: a disagreement on how the game is to proceed. We all, I'm sure, agree with CCP Seagull that the game's ecosystem is unhealthy, but we disagree on the reasons why it is, and the treatment for it.

So you think that handing control to the players will make the game healthier, and I think that that's a reason it's currently unhealthy. It's entirely possible that I'm wrong and you're right, but it's also entirely possible that I'm right and you're wrong.

It'd be nice to see you admit the latter rather than hammering on the former.

And, once again, do you have any questions for CCP viz. function, structure, organisation or funding of Citadels?
MachineOfLovingGrace
V0LTA
WE FORM V0LTA
#806 - 2016-03-11 14:16:06 UTC
Lucas Kell wrote:

MachineOfLovingGrace wrote:
No. I just think it's a bad idea to mimic reality completely, because then why the hell would I play that game? I already have a reality, and it's going to be better than any game possible. It's just making the whole idea of a game obsolete.
Because it allows you to roleplay a character in a a way you wouldn't or even couldn;t in real life due to legal and technical limitations or associated risks. Why do you think people play GTA when they could just go out and steal a car or modern warfare when they could just join the army? And while some systems are designed to more closely mirror reality, the lore, setting and technology available does not.


But this is exactly my point. The proposed changes move the way into a direction where I cannot do those things. Because they will limit me with regards to my position to the big guys exaclty like the real world limits me. If GTA would be more realistic, the police would never stop chasing you after a rampage, and you'd have one life, after which you can't play the game any more. What would be the fun in that? It's not realistic, and that's what makes it a fun game!

Quote:
(...) No person is, but the system is till providing that service. Why do you pay a brokers fee at all? Why do you pay to install the clone? Why do you pay isk when exchanging you LP? Th costs are needed to balance the game. They are splitting it out so people do provide the service and so need to increase the costs to give the players a healthy margin for providing the services that NPC were willing to do for unreasonably low sums or free.


Let me ask you back: Why should have jump clones cost anything? Is that needed? Why should the profitability of a new game structure suddenly have an impact to a completely unrelated game mechanic?

Quote:
Because that's what you're talking about here. You're complaining that rich people will make isk and you want to pay an NPC instead so they don't.


Still, no. I'm just worried that the game will turn into a direction where other players will be able to dictate what/when/how I play this game, even more than they already can. I simply don't like that thought, and as CCP asked for feedback, I tell them.
Lucas Kell
Solitude Trading
S.N.O.T.
#807 - 2016-03-11 14:20:03 UTC
Rob Kaichin wrote:
It's the fact that I've never seen you advocating for a change which punishes your group and the fact that you turn up as a spoiler commentator for almost every discussion I see you in that makes me doubt you're in it for the health of the game.
Well then you've not looked hard enough. I supported the drone assist nerf, the jump distance changes and the sov changes (to an extent). I'm even an active advocate for anti-ganking improvements and nerfs to ganking, and that is something which is so against my group I've been expelled from the miniluv Imperium group and had my membership to SMA threatened.

Rob Kaichin wrote:
Which is what we're really discussing here: a disagreement on how the game is to proceed. We all, I'm sure, agree with CCP Seagull that the game's ecosystem is unhealthy, but we disagree on the reasons why it is, and the treatment for it.

So you think that handing control to the players will make the game healthier, and I think that that's a reason it's currently unhealthy. It's entirely possible that I'm wrong and you're right, but it's also entirely possible that I'm right and you're wrong.

It'd be nice to see you admit the latter rather than hammering on the former.
Yup, we are, and I strongly believe the game will be healthier with more risk to trading and more player controlled mechanics with suitable conflict mechanics to go with them.

Sure, there's every chance I'm completely wrong and that it would be horrifically damaging to the game, but my opinion remains. That's what we do here, we voice our opinions and we debate the potential benefits and pitfalls and CCP use that and their own design direction to shape the game. None of us can be declared to be right or wrong until we actually see the results. Everyone tends to be fairly opinionated here (myself definitely included) and we all pretty much state our opinions as if they are fact, but hopefully most of us know that they are just opinions.

Rob Kaichin wrote:
And, once again, do you have any questions for CCP viz. function, structure, organisation or funding of Citadels?
Not particularly, I think they've been pretty clear about how they want it to work thus far. Like I say, the only part I'd question is around the recovery of assets to stations in the same system being free if the citadel is destroyed or reinforced. There should be an associated cost to everyone with assets in the station if it gets blown up (or if we evac just before it blows up).

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#808 - 2016-03-11 14:27:22 UTC
MachineOfLovingGrace wrote:
But this is exactly my point. The proposed changes move the way into a direction where I cannot do those things. Because they will limit me with regards to my position to the big guys exaclty like the real world limits me. If GTA would be more realistic, the police would never stop chasing you after a rampage, and you'd have one life, after which you can't play the game any more. What would be the fun in that? It's not realistic, and that's what makes it a fun game!
And that's why it's only modeled in part on reality. And they won't limit you at all, you can still choose to pay an NPC. You could even run your own citadel. The only thing that actually limits you is your own financial situation. Honestly, it sounds like you're saying "I'm too poor to run a citadel and make isk from it so noone should be allowed".

MachineOfLovingGrace wrote:
Let me ask you back: Why should have jump clones cost anything? Is that needed? Why should the profitability of a new game structure suddenly have an impact to a completely unrelated game mechanic?
Because they provide you a benefit. Anything that provides you a benefit in game should have an associated cost. Even if they were to choose to not add citadels, the costs for jump clones is a good idea.

MachineOfLovingGrace wrote:
Still, no. I'm just worried that the game will turn into a direction where other players will be able to dictate what/when/how I play this game, even more than they already can. I simply don't like that thought, and as CCP asked for feedback, I tell them.
But they can't and they won't, at least no more than they currently can. It's an MMO, so to some extent we all impact each other anyway. I could camp you into a station follow you around and steal your loot or attack you constantly, and that would directly impact your ability to play the game, that's just the nature of a PvP driven MMO.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

MachineOfLovingGrace
V0LTA
WE FORM V0LTA
#809 - 2016-03-11 14:47:03 UTC
Lucas Kell wrote:
]And that's why it's only modeled in part on reality. And they won't limit you at all, you can still choose to pay an NPC. You could even run your own citadel. The only thing that actually limits you is your own financial situation. Honestly, it sounds like you're saying "I'm too poor to run a citadel and make isk from it so noone should be allowed".


I am too poor to run a citadel, and honestly, I couldn't be bothered to invest that much time. I'm just saying "Hey, CCP, don't forget some people do not play this game excessively, please don't overdo the whole player control thing".

Quote:
Because they provide you a benefit. Anything that provides you a benefit in game should have an associated cost. Even if they were to choose to not add citadels, the costs for jump clones is a good idea.


I think the timer is a very good cost already. The 100K now does not accomplish anything, the higher cost will not accomplish anything besides limiting gameplay and adding hassle. It does not add anything for the average pilot.

Quote:
But they can't and they won't, at least no more than they currently can. It's an MMO, so to some extent we all impact each other anyway. I could camp you into a station follow you around and steal your loot or attack you constantly, and that would directly impact your ability to play the game, that's just the nature of a PvP driven MMO.


Well, yes. And to some extend that is already a problem (just attack me constantly long enough, and the GMs will tell you why ;)). I'm arguing from the position of the casual guy who undocks for a few hours a week.
Lucas Kell
Solitude Trading
S.N.O.T.
#810 - 2016-03-11 14:54:55 UTC  |  Edited by: Lucas Kell
MachineOfLovingGrace wrote:
I am too poor to run a citadel, and honestly, I couldn't be bothered to invest that much time. I'm just saying "Hey, CCP, don't forget some people do not play this game excessively, please don't overdo the whole player control thing".
But why are you only saying it now, this is what I don't get. You already pay rich veteran players pretty much every time you make a market order, I just seriously can't understand why you care so much that someone might make some more isk while you are randomly playing.

MachineOfLovingGrace wrote:
I think the timer is a very good cost already. The 100K now does not accomplish anything, the higher cost will not accomplish anything besides limiting gameplay and adding hassle. It does not add anything for the average pilot.
It adds a cost which makes you decide if you really need to jump. there are pointless costs in this game, like setting up a corporation for example which seem to have no purpose beyond being a token amount so it's not zero. I see no reason for beneficial mechanics to have a more relevant cost.

MachineOfLovingGrace wrote:
Well, yes. And to some extend that is already a problem (just attack me constantly long enough, and the GMs will tell you why ;)). I'm arguing from the position of the casual guy who undocks for a few hours a week.
While I'm aware that there is supposedly GM action that can be taken if a player is harassed, I've not yet seen someone banned for following people around, declaring wars and generally annoying them while they play. I certainly don;t think any action would be taken if you kept following someone to missions and stealing their mission items. If it is against the rules then all you dudes harassing Imperium members need to cool it. P

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Rob Kaichin
Aliastra
Gallente Federation
#811 - 2016-03-11 15:13:15 UTC
I believe the rule is that harassment without rationale (ransom/ knocking down poses/whatever) is petition-able.
Lucas Kell
Solitude Trading
S.N.O.T.
#812 - 2016-03-11 15:17:07 UTC
Rob Kaichin wrote:
I believe the rule is that harassment without rationale (ransom/ knocking down poses/whatever) is petition-able.
Yeah, but it's not so simple otherwise I can just follow someone around saying "give me 10b isk" then claim I was doing it for the ransom. You pretty much can't be immune from other players being able to disrupt your play unless you stay docked.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

MachineOfLovingGrace
V0LTA
WE FORM V0LTA
#813 - 2016-03-11 16:04:11 UTC
Lucas Kell wrote:
But why are you only saying it now, this is what I don't get. You already pay rich veteran players pretty much every time you make a market order, I just seriously can't understand why you care so much that someone might make some more isk while you are randomly playing.


Again, it's more the direction the game design is taking that the this immediate changes. Sorry if I wasn't clear about that.

[quoteIt adds a cost which makes you decide if you really need to jump. there are pointless costs in this game, like setting up a corporation for example which seem to have no purpose beyond being a token amount so it's not zero. I see no reason for beneficial mechanics to have a more relevant cost.[/quote]

And all these pointless costs should be eliminated as well.

Quote:
While I'm aware that there is supposedly GM action that can be taken if a player is harassed, I've not yet seen someone banned for following people around, declaring wars and generally annoying them while they play. I certainly don;t think any action would be taken if you kept following someone to missions and stealing their mission items. If it is against the rules then all you dudes harassing Imperium members need to cool it. P


If you do it long enough, I certainly hope the GMs will tell you to knock it off after a while.

I mean, this is always the problem with any game where people with different options/perspectives play together in one sandbox. To have some disruptive power over others is fine, but at some point it becomes too much. We apparently have different opinions about when this happens.
Lucas Kell
Solitude Trading
S.N.O.T.
#814 - 2016-03-11 16:23:51 UTC
MachineOfLovingGrace wrote:
Again, it's more the direction the game design is taking that the this immediate changes. Sorry if I wasn't clear about that.
OK, but I'm still confused. You're saying you think it's a bad thing for a sandbox game to be more sandbox and in the hands of the players? CCPs direction for EVE seems to be for everything to be player controlled in the long run, so if that's not something you can get on board with you may want to think about calling it before you get too heavily invested.

MachineOfLovingGrace wrote:
And all these pointless costs should be eliminated as well.
Personally I think they should be increased to a reasonable amount so there's a cost to making choices.

MachineOfLovingGrace wrote:
If you do it long enough, I certainly hope the GMs will tell you to knock it off after a while.

I mean, this is always the problem with any game where people with different options/perspectives play together in one sandbox. To have some disruptive power over others is fine, but at some point it becomes too much. We apparently have different opinions about when this happens.
Sure, I think that if you were to follow a player around for days on end ruining their game it's too much, but at the same time I think that if you are just doing your thing, like owning a citadel or crashing an item on the market for the fun of it, that affecting other players isn't the same thing. I honestly can't see why a player taking the brokers fee for owning a citadel is particularly disrupting to other players.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Aaron Honk
Distributed Denial of Service
#815 - 2016-03-11 16:47:16 UTC  |  Edited by: Aaron Honk
.
Lucas Kell
Solitude Trading
S.N.O.T.
#816 - 2016-03-11 16:56:28 UTC
Aaron Honk wrote:
At least you could agree that multiplying the broker by 14 is not a "reasonable amount"
It's fairly reasonable. I'd have pushed it up a little more to be honest. Trading is by far the lowest risk highest reward activity in the game so reasonable changes to bring it in line with other aspects of the game are going to seem drastic. Adding bigger costs to participate is good and introduces a bit of risk if people have to recreate orders. Citadels add the option of taking a higher risk for a lower fee, which is good (though like I've said before they need to make it cost to recover your assets if a citadel is reinforced or destroyed).

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Anhenka
Native Freshfood
Minmatar Republic
#817 - 2016-03-11 17:03:15 UTC  |  Edited by: Anhenka
Aaron Honk wrote:
Lucas Kell wrote:
[quote=MachineOfLovingGrace]Personally I think they should be increased to a reasonable amount so there's a cost to making choices.


At least you could agree that multiplying the broker by 14 is not a "reasonable amount"



Current is 1%, new is 5%, modified by skills, so .75 to 3.75. Where's the 14 coming from?
GreyGryphon
The Spartains
#818 - 2016-03-11 17:30:26 UTC
Anhenka wrote:
Aaron Honk wrote:
Lucas Kell wrote:
[quote=MachineOfLovingGrace]Personally I think they should be increased to a reasonable amount so there's a cost to making choices.


At least you could agree that multiplying the broker by 14 is not a "reasonable amount"



Current is 1%, new is 5%, modified by standings, so .75 to 3.75. Where's the 14 coming from?


Well if you use the old minimum 0.185% and the proposed new minimum 3.5% in NPC stations (using skills and standings), that would be almost a 19x increase. So everyone gets between a 5x-19x increase on broker's fees. Broker's fees modified by standings are about 0.25% old and 4.5% new (18x higher). I do not know where the 14x is coming from but it is possible.

Bottom of the page for the broker's fee equation. I am not sure if the equation uses base e or 2 but the difference would be 0.1875% or 0.185% for the minimum.
http://wiki.eveuniversity.org/Trading
Aaron Honk
Distributed Denial of Service
#819 - 2016-03-11 18:22:45 UTC  |  Edited by: Aaron Honk
.
Anhenka
Native Freshfood
Minmatar Republic
#820 - 2016-03-11 18:23:12 UTC  |  Edited by: Anhenka
GreyGryphon wrote:
Anhenka wrote:
Aaron Honk wrote:
Lucas Kell wrote:
[quote=MachineOfLovingGrace]Personally I think they should be increased to a reasonable amount so there's a cost to making choices.


At least you could agree that multiplying the broker by 14 is not a "reasonable amount"



Current is 1%, new is 5%, modified by standings, so .75 to 3.75. Where's the 14 coming from?


Well if you use the old minimum 0.185% and the proposed new minimum 3.5% in NPC stations (using skills and standings), that would be almost a 19x increase. So everyone gets between a 5x-19x increase on broker's fees. Broker's fees modified by standings are about 0.25% old and 4.5% new (18x higher). I do not know where the 14x is coming from but it is possible.

Bottom of the page for the broker's fee equation. I am not sure if the equation uses base e or 2 but the difference would be 0.1875% or 0.185% for the minimum.
http://wiki.eveuniversity.org/Trading


That's crazy, I didn't know it got that low with extreme standings. At 6 and 6 standings and perfect skills I'm at .325% I think, and I thought that was very low already.

Very theoretical minimum though, since getting to even 9.0 with both corp and faction takes literally hundreds of hours worth of mission grinding.

Really not surprising that they would need to up the broker fee and tax in order to make Citadel trading viable at all vs trading in stations and outposts.

I'd have brought the Broker Fee up to a minimum of 2% with perfect standings/skills, and adjusted the standings formula to make it 2.5% with no standings myself. Tax to 1.5 or 2%.

One funny side effect of this change is that in a Citadel, you only require a single Level 3 skill to get max cost reduction in a citadel.

The change is going to dump a massive number of new traders into the market now that you no longer need two skills, and high standings to be able to compete on low margin high volume items. Just Accounting by itself will lower the tax%, and skills and NPC standings will be irrelevant to broker fee's in a player Citadel.

So it lowers the barrier of entry to the profession as long as you don't mine trading in a player station.