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[Citadels] Changing NPC taxes

First post
Author
Tipa Riot
Federal Navy Academy
Gallente Federation
#821 - 2016-03-11 18:23:35 UTC
Today it costs about 2.5% to flip an item on the market (buy order, sell order), after the proposed change it will be ~10%, so trading will come to a halt or continue on a much lower volume, because flipping an item more than one time will incur prohibitive costs.

I'm my own NPC alt.

MachineOfLovingGrace
V0LTA
WE FORM V0LTA
#822 - 2016-03-11 18:26:18 UTC
Lucas Kell wrote:
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.


This isn't the first game I've left when it changed in a way I didn't like, I'll be fine.

And no, you can't have my stuff. ;)
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#823 - 2016-03-11 18:37:54 UTC
Morrigan LeSante wrote:
Nergal Hurrian wrote:
Rob Kaichin wrote:
You'll have to go back a couple of pages to where Pedro and I were disagreeing.

Essentially: the advantages of Citadels are lower taxes below the current NPC taxes, Geography (because you can't move NPC stations), avoidance of station camps, more office space, better refining, reprocessing and compression and cheaper offices.

All of which they can do better than NPC stations, or which NPC stations can't do at all.

To which the supporter of a tax increase go "but it won't be enough! The only way to make Citadels a success is to kill NPC stations!"

Incidentally, the people who opposed this change have all raised possible horizontal pull factors for CCP to consider, where as the supporters are dead set on "it's this or failure".


NPC stations are set to be considered legacy systems. There is no debate about that.

And you are grossly exaggerating when you claim that 'NPC STATIONS ARE GOING TO BE KILLED WITH THE PATCH'. No, they won't.

You haven't given any 'horizontal pull factor', as it is impossible. What you have been able to propose, along with other people in your camp who are acting out of an agenda of self-interest which aims to avoid risk taking, is just that citadels and legacy stations should have nearly-equal base taxes, which condones any citadel to just a in-group 'boutique, niche market' since people will simply choose to do business in the risk-free station instead.

Again, to reiterate: Citadels aren't perfectly safe as stations. They are destructible. They need resources to operate. In order for mass markets to transition to citadels, they need a clear edge over perfectly safe, risk-free, indestructible stations. This is why CCP has chosen to give risk-averse camp the stick.

Without it, you and the mass markets will be unwilling to change, shift to citadels and adapt. That's it.



What risk? They have 100% asset safety. Free. Because people refused to accept the possibility of asset loss (except the WH guys who pitched up and yelled "HIT ME!")
yes, yes we did didn't we.😍

But even from the depth of Wormhole space, where citadels will be a real improvement, we can see the destruction that will be wrought, particularly form Hisec. Forcing HS players is going to end Very Very badly.

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

GreyGryphon
The Spartains
#824 - 2016-03-11 18:46:28 UTC
Anhenka wrote:

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.

You have no argument from me there, but the fee did not increase by 5x for most people. I would imagine that the average change for most players is around 10x, and it is definitely going to be higher across the board (even in citadels) for everyone. That sounds like inflation to me.
Anhenka wrote:

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

You have to put a condition on this because this is only true if player stations become a viable alternative to NPC station trading. Otherwise you just kicked a whole lot of players out of trading. Raising broker's fees does not make trading in citadels inherently more viable (only better than NPC stations presumably). So then the question becomes how high do the broker's fees have to go to FORCE players into citadels.
Aaron Honk
Distributed Denial of Service
#825 - 2016-03-11 18:46:45 UTC  |  Edited by: Aaron Honk
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epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#826 - 2016-03-11 18:47:34 UTC
Lucas Kell wrote:
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.

People love to use the sandbox to justify just about anything.

If CCP sprinkle broken Glass in one area of the sandbox, to enforce people play where they want to, is it still a sandbox, if you do not notice your legs bleeding?

Too zen?

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

Anhenka
Native Freshfood
Minmatar Republic
#827 - 2016-03-11 19:00:04 UTC  |  Edited by: Anhenka
epicurus ataraxia wrote:

If CCP sprinkle broken Glass in one area of the sandbox, to enforce people play where they want to, is it still a sandbox, if you do not notice your legs bleeding?

Too zen?


Anyone with glass in their zen sand garden needs a new zen gardener.

Also more like anti-zen. Every sandbox has glass in it to guide people away from what the developers consider undesirable gameplay.

It's only when they dump glass in a new spot or pull it out of an old spot do people pay much attention to the glass.
Aaron Honk
Distributed Denial of Service
#828 - 2016-03-11 19:10:05 UTC  |  Edited by: Aaron Honk
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Anhenka
Native Freshfood
Minmatar Republic
#829 - 2016-03-11 19:18:18 UTC  |  Edited by: Anhenka
Aaron Honk wrote:
Anhenka wrote:
epicurus ataraxia wrote:

If CCP sprinkle broken Glass in one area of the sandbox, to enforce people play where they want to, is it still a sandbox, if you do not notice your legs bleeding?

Too zen?


Anyone with glass in their zen sand garden needs a new zen gardener.

Also more like anti-zen. Every sandbox has glass in it to guide people away from what the developers consider undesirable gameplay.

It's only when they dump glass in a new spot or pull it out of an old spot do people pay much attention to the glass.


Give one example of something that negatively affect gameplay in order to drive people in another direction.


I had a good thing going several years ago buying bulk ratting loot, reprocessing it, and making up the difference between what I had and what I needed by importing minerals through module compression. I took all that and made overpriced battleships and battlecruisers for sale to my alliance.

And that got hit with the meta 0 removal, then the 50% refine reduction, and the removal of refining implants and stations from effecting module reprocessing, and jump fatigue / range loss so I could no longer easily import billions of isk in minerals in a carrier with something like 0.05% loss.

Sad day, but I still understood It had to happen in order to promote better gameplay for another, much larger section of the playerbase: Miners, refiners, manufacturers, all of who were seeing some serious depression in the value of their efforts due to module reprocessing.

Over a third of all minerals in the game were coming from module reprocessing of ratting loot.
Before the removal of drone alloys even further back, that number was well over half of all minerals. Tritanium was at 2.5 isk. Miners were making 15 mil an hour with boosts.

This change is similar. Will it negatively effect some people who don't want to change? Yes. Will it positively effect a larger number? I think so. Did CCP offer alternatives to the old system that create content and player engagement? Yeah, I'd say yes again.

Just like CCP gave us compression arrays and tweaks to allow me to efficiently transport minerals through legit ore compression, and a reduction of JF fatigue so I could still transport it effectively,
Anhenka
Native Freshfood
Minmatar Republic
#830 - 2016-03-11 19:30:54 UTC  |  Edited by: Anhenka
If you would like another example, restricting Jump Bridges to one per system, which eliminated the problem with people going from one JB in a system to another JB, crossing entire regions without ever going through a gate (This was pre jump fatigue). This was to force a degree of risk in long distance travel, and to nerf the chains of JB's that literally extended end to end for regions through CFC space.

Another would be the removal of the watchlist, which negatively effected people who relied on what was honestly the most bullshit low effort intel tool that allowed you to know exactly when someone got on, so you could do things like seed an enemy WH with attackers, and then just leave them offline and unattended until you knew they logged on to go run sites in their hole, so you could gank them.

And the whole Jump Fatigue mechanic was specifically put in place to stop cancerous gameplay, to stop things like PL coming from 5 regions away in 10 minutes and landing on your dreads inside of a single Siege cycle.

Tying anom generation to security status so 80% of the system in nullsec lost havens/sanctums in Dominion, massively nerfing space in an effort to generate conflict over better space.

Reducing rat bounties in nullsec by 5% and adding in the useless ESS in a bid to "compensate" through a really ****** pirate magnet that only was useful in giant blue blobs.

There's all sorts of sticks that have been used to beat down undesirable gameplay. Mostly in nullsec over the past 3-4 years.

It's just that this stick is hitting you, and now, that's a problem, because it's not someone else getting bent over.

Also a new experience, since CCP has been VERY gentle with highsec for the past several years. Adding compression arrays, JC changes, noctis, MTU's, Freighter fittings, refining changes, unlimited manufacturing and researching slots, burner missions, incursions, extra HP on all ships, buffed barges, massive increases to mineral requirement of tier 2-3 BS's that helped drive mineral demand, etc, etc, etc.

This is honestly the only serious nerf to a highsec gameplay style other than suicide ganking I can think of since the module reprocessing changes made a bunch of mission runners whine. So I'm not terribly impressed by how cruel needing to move to a citadel to trade efficiently is.
Aaron Honk
Distributed Denial of Service
#831 - 2016-03-11 19:38:19 UTC  |  Edited by: Aaron Honk
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GreyGryphon
The Spartains
#832 - 2016-03-11 19:54:16 UTC
Sgt Ocker wrote:
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.

I do not think I can stress enough how this is the most important aspect of this decision. I could not care less what the new numbers are for broker's fees as long as the implementation allows for meaningful decisions and emergent gameplay. The proposed changes are strictly punitive in nature and are meant to herd players towards citadels. I expect the changes to have plenty of unintended and negative consequences. The changes have to give parity to traders and citadel owners.

Lucas Kell wrote:
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).

I am tired of seeing people argue that trading carries virtually no risk for high reward. It is not that simple. Risk is a critical part of any financial decision, and any decent trader will try to minimize risk to increase profits. Guess what will happen to every market when risk grows unabated. EVE revolves around risking assets/ISK for fun or profit. Market PvP is no different because one bad investment can result in billions lost. Flipping items in a station probably carries the least amount of risk, but it also has the tightest margins so that only high volume items are significantly profitable. Probably the biggest reason it has so little risk is because order modification is virtually free, and I have already suggested to change that. Changing broker's fees to 5% does not inherently add any risk, and there has to be available choices to manage risk to avoid inflation.
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#833 - 2016-03-11 19:59:17 UTC  |  Edited by: epicurus ataraxia
Aaron Honk wrote:
The mission nerf was pretty big, back then I was doing missions too, but it didn't make me change from doing missions to being a miner. It just nerfed missions and that's it. Nobody changed his gameplay because of that, I sure didn't.

However I agree that there is no point arguing over this stuff because CCP isn't listening to players feedback anyway. I will be watching the market move with a bag of popcorn on day 0. I'm just pissed to have to liquidate everything beforehand.


I think the idea, is that people quoting the "sandbox" as the source of all wisdom and enlightenment, are somewhat way off the mark.

CCP have always given us new toys to play with and silently withdrawn toys that are getting less use.

The sandbox is a lie, and the game is better for the fact.

However, it is a rare time, when they drop in a new toy, and are so fearful of failure, they dump a dumptruck full of nails and glass in one end of the sandpit, before people have even played with the new shiny.

And they seem prepared to keep putting in more until we eventually get the idea.
Some think, that this is a good idea, partly because they can see how they can gain from it.
Others think God no! Because they see how it will harm their enjoyment and gameplay.

Others think that this is a bad idea in it's own right. And people being deliberately manipulated and forced, will not end well.

Lots written, lots not seeming to get a reaction, we will see where it ends up.

It is a really bad sign for the future if this methodology is the victorious sentiment.
That is not the eve I know, it is not the eve many of us know, and I really cannot see how this is going to end up.

The journey CCP seagull laid out is one I want to go on, this doesn't seem to be it any longer.

The dream was quite clear, but something got lost as it cascaded through the tiers of management.

The Devs seem to be trying to protect us from the worst of it, and applying as little hurt as they can get away with, but they will be pressured to add more and more, when it doesn't work. One must praise them and thank them, for doing all they can, and trying their hardest, under such conflicts to do what they believe is right for the sake of the players and the game. The pressure must be immense.

For the first time, even though it is a game, I am frightened for the future.
It is for me more a beloved hobby And I am not sure it is going to be one in the future now.

I hope, someone wakes up to what is happening.

I will wait, I will watch, hopefully, but I am prepared for the worst, and can imagine it no longer being there for me.
Such a disappointment, and change from the optimism, I felt when CCP Seagull, took those first brave steps onto the stage, and delivered a triumphant vision.
Happy days!

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

Tallasul Matar
School of Applied Knowledge
Caldari State
#834 - 2016-03-11 20:03:33 UTC
Sorry .. after reading this thread I still don't get how the new citadel trading is supposed to work.

Can somebody explain a couple of things to me plz.

1) If I buy something located in a citadel how can I be sure I have access to it? Or the access tax (if there is such thing) is not horrendous high?
2) If I sell something in a citadel what happens if the owner decides to close the citadel (aka revokes access to me). Beside the possibility to change taxes as he wants, this would be a big no for me.

So far as I understand it - it feels a lot like 0.0 stations - nobody trades with them because you can not be sure you have access or if you have for how long.

I would like to see all citadels open for everyone .. having a lot of abandoned citadels hanging around feels somehow wrong. With the current stations you can just move along if you feel for a system change.

For the tax system I would like to see a one time agreement. Mandatory for a couple of month.

Sorry for the bad english..
Anhenka
Native Freshfood
Minmatar Republic
#835 - 2016-03-11 20:07:56 UTC
Tallasul Matar wrote:
Sorry .. after reading this thread I still don't get how the new citadel trading is supposed to work.

Can somebody explain a couple of things to me plz.

1) If I buy something located in a citadel how can I be sure I have access to it? Or the access tax (if there is such thing) is not horrendous high?
2) If I sell something in a citadel what happens if the owner decides to close the citadel (aka revokes access to me). Beside the possibility to change taxes as he wants, this would be a big no for me.

So far as I understand it - it feels a lot like 0.0 stations - nobody trades with them because you can not be sure you have access or if you have for how long.

I would like to see all citadels open for everyone .. having a lot of abandoned citadels hanging around feels somehow wrong. With the current stations you can just move along if you feel for a system change.

For the tax system I would like to see a one time agreement. Mandatory for a couple of month.

Sorry for the bad English..


1: There will be a filter to show where you can dock and buy things at, so if you cannot dock at the station, the items being sold at the station will not show up in your market.

2: If you lose access, you can always use what is called "Asset recovery", which moves all your items in a station to another station in system for free, or another nearby system for a small fee. There is no way for a station owner to prevent you from getting your stuff back.

Anhenka
Native Freshfood
Minmatar Republic
#836 - 2016-03-11 20:21:38 UTC  |  Edited by: Anhenka
Aaron Honk wrote:
The mission nerf was pretty big, back then I was doing missions too, but it didn't make me change from doing missions to being a miner. It just nerfed missions and that's it. Nobody changed his gameplay because of that, I sure didn't.

However I agree that there is no point arguing over this stuff because CCP isn't listening to players feedback anyway. I will be watching the market move with a bag of popcorn on day 0. I'm just pissed to have to liquidate everything beforehand.


You should really stop looking at changes in terms of how it effects just you, and to to how things effect the game as a whole. Let's take that removal of meta 0 and nerfing of modules to 50% refine and see some of the things that happened.

Did you switch from mission when they removed much of the refining from modules and stripped out 20ish% income from mission runners who looted? No. There were certainly others that did though.

Beyond your immediate circle of mission runners though, quite a lot of others were effected.

Miners got a buff because the amount of minerals coming into the system suddenly dropped by 15-20%.

Refiners got a buff because all those refining skills suddenly became far more valuable than they were before.

Compression specialist's who made a career out of making huge number of 425 Rails, 800mm Autos, and Citadel torpedoes' in the correct proportion, along with the necessary BPC's to assemble a supercarrier or titan went out of business.

People who used meta 0 mods in t2 production now had to find new sources of meta 0 mods for production, instantly creating a huge market for t1 module production that didn't exist before, because it was satisfied by rat loot.

People like me who used modules as the only source of plentiful minerals available in regions too hostile for industrial scale mining got the shaft, suddenly needing to import minerals from highsec to continue production, which required three cyno midpoints from the region I lived in at the time.

Haulers suddenly found a market for hauling massive amounts of refined minerals around.

Nullsec miners got massive boosts, as they were suddenly the primary source of minerals for capital and supercapital construction in nullsec, causing many alliances to start recruiting industrialists into previously fairly pure PvP groups.

Each change causes massive ripples which effect many different playstyles. People like to look at changes and go "This effects me ____, and so the change is bad/good" without considering the long term effects. just like how you looked at my example and went:

"Nobody changed his gameplay because of that, I sure didn't."

Which was honestly either an extremely ignorant, or phenomenally stupid statement.

And this citadel tax change is even more complicated, effecting everyone who trades, just buys things, manufactures fuel blocks, citadel mods, casually sells loot, does PI, mines ice, does highsec wars, buys things off contracts, ships materials anywhere, produces goods that take more than one step of production, and a TON of stuff not directly pertinent to highsec.

If I sound condescending, it's because I get tired of trying to explain to people the game is more than just one style of play or profession in game, and it's all connected, so what looks like an excessive stick can be extremely beneficial to the game as a whole.
Niko Zino
Center for Advanced Studies
Gallente Federation
#837 - 2016-03-11 20:54:24 UTC  |  Edited by: Niko Zino
Anhenka wrote:
You should really stop looking at changes in terms of how it effects just you, and to to how things effect the game as a whole. Let's take that removal of meta 0 and nerfing of modules to 50% refine and see some of the things that happened.


I must say this is good advice... Will people who know what they are doing or have enough buffer be able to adapt? hell yea.

Will it be easier or harder for newcomers to compete/use the proposed changes? I look at all the feedback here and I say clearly 'harder'.

Now, that, in and of itself isn't necessarily a bad thing. Eve is notorious for having a steep learning curve. Newcomers WILL loose a lot of money, time, and ships, learning the ropes.

My biggest fear is that it's the straw that break the camel's back: some areas will take so much effort (insert a metric here if you want) to break into that newcomers won't attempt it, or will attempt it less. It leads to stagnation, which, in my opinion is a bad thing.

It's my opinion, nothing more, nothing less, but as an entity, CAS has more than enough experience dealing with the newbies before they get into player corps to at least be granted the benefit of the doubt when we say that this may be a long-term bad idea.

CAS, the NPC Corp that Does Stuff™

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#838 - 2016-03-11 20:54:33 UTC  |  Edited by: epicurus ataraxia
Anhenka wrote:
Aaron Honk wrote:
The mission nerf was pretty big, back then I was doing missions too, but it didn't make me change from doing missions to being a miner. It just nerfed missions and that's it. Nobody changed his gameplay because of that, I sure didn't.

However I agree that there is no point arguing over this stuff because CCP isn't listening to players feedback anyway. I will be watching the market move with a bag of popcorn on day 0. I'm just pissed to have to liquidate everything beforehand.


You should really stop looking at changes in terms of how it effects just you, and to to how things effect the game as a whole. Let's take that removal of meta 0 and nerfing of modules to 50% refine and see some of the things that happened.

Did you switch from mission when they removed much of the refining from modules and stripped out 20ish% income from mission runners who looted? No. There were certainly others that did though.

Beyond your immediate circle of mission runners though, quite a lot of others were effected.

Miners got a buff because the amount of minerals coming into the system suddenly dropped by 15-20%.

Refiners got a buff because all those refining skills suddenly became far more valuable than they were before.

Compression specialist's who made a career out of making huge number of 425 Rails, 800mm Autos, and Citadel torpedoes' in the correct proportion, along with the necessary BPC's to assemble a supercarrier or titan went out of business.

People who used meta 0 mods in t2 production now had to find new sources of meta 0 mods for production, instantly creating a huge market for t1 module production that didn't exist before, because it was satisfied by rat loot.

People like me who used modules as the only source of plentiful minerals available in regions too hostile for industrial scale mining got the shaft, suddenly needing to import minerals from highsec to continue production, which required three cyno midpoints from the region I lived in at the time.

Haulers suddenly found a market for hauling massive amounts of refined minerals around.

Nullsec miners got massive boosts, as they were suddenly the primary source of minerals for capital and supercapital construction in nullsec, causing many alliances to start recruiting industrialists into previously fairly pure PvP groups.

Each change causes massive ripples which effect many different playstyles. People like to look at changes and go "This effects me ____, and so the change is bad/good" without considering the long term effects. just like how you looked at my example and went:

"Nobody changed his gameplay because of that, I sure didn't."

Which was honestly either an extremely ignorant, or phenomenally stupid statement.

And this citadel tax change is even more complicated, effecting everyone who trades, just buys things, manufactures fuel blocks, citadel mods, casually sells loot, does PI, mines ice, does highsec wars, buys things off contracts, ships materials anywhere, produces goods that take more than one step of production, and a TON of stuff not directly pertinent to highsec.

If I sound condescending, it's because I get tired of trying to explain to people the game is more than just one style of play or profession in game, and it's all connected, so what looks like an excessive stick can be extremely beneficial to the game as a whole.

Very well presented, a good post.
i would like to add to the end, the part that actually concerns me most.

"So What looks like excessive stick can be extremely harmful to the game as a whole"


And this is what frightens the living daylights out of anyone who has played EVE for a while.
And making these changes effectively compulsory. Certainly does not reduce my worries. We are tinkering with the very foundations of the economy of eve, the very structure, and the very core, it is simply not possible to extrapolate the changes that will occur, in areas far removed,
Butterfly effect? A butterfly beats it's wings in the Amazon, and the effects are felt in Europe.
Chaos theory? Small effects affect the world?

It is more like flamebombing the Amazon. The only certainly is the effects are going to be unlike anything we have ever witnessed.

We KNOW, this will happen, exactly how, is totally unpredictable, but if you have the playerbase supporting you and willingly and joyfully following the roadmap, we can come through it together, and laugh about the crazy surprises we lived through together.

However, this is not now the case, those who were committed to the roadmap, now see that CCP believe that Citadels will only be practical, If we are reluctantly whipped complaining and resentful into them. People see that CCP has decided to punish those who do not comply, and force them from their homes like a slumlord turning off the water and electricity, or racking up the rent to impossible levels.

So through that, they have lost the goodwill, they have lost the excitement, they have lost the desire to joyfully follow the roadmap. What an incredibly wasteful and needless decision.

FOR EVERY SINGLE unforseen effect, and there will be thousands, that decision will be used to beat CCP, repeatedly, continuously,
And all the good that results from the changes will be lost and wasted in the storm.

You cannot realistically expect to take people on a death march and hope that if you point out the pretty scenery, all will be well.

There will be those who hope, that all will somehow work out, and the player base, will forgive and understand, as they see how wonderful the universe has turned out. That may have been true, before we changed from being fellow travellers, to finding ourselves marching forward at the point of a whip, but we well see, we will see.........

God help us all.

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

Lucas Kell
Solitude Trading
S.N.O.T.
#839 - 2016-03-11 21:08:46 UTC
Aaron Honk wrote:
Obviously a 14x increase in broker fee cannot look too bad to someone that doesn't know anything else than ratting in null sec, from what you said here I can't say you know anything about trading. In February I spent (2,769,341,205.55) ISK on broker fee alone... But obviously you don't give a **** because this change of gameplay will only advantage powerblocks.
I flipped over 2 trillion isk in Jita alone in February, with over 10b isk in brokers fees on my core trader group. I generally have more than 2000 highsec orders up at any one time. As I've stated before, I may be in a null group but my main gameplay is trading. The reason I'm happy with an increase in fees is because I do know about trading. Profitability of a decent trader won't be affected, but people who don't put in any effort and don't pay attention will feel it. It most definitely won;t only benefit powerblocks, that's just your kneejerk reaction to bad news.

Was a nice attempt, but do some basic research before slam dunking yourself next time.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Aaron Honk
Distributed Denial of Service
#840 - 2016-03-11 21:10:53 UTC  |  Edited by: Aaron Honk
.