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[Citadels] Changing NPC taxes

First post
Author
Beta Vixen
Deep Core Mining Inc.
Caldari State
#121 - 2016-03-03 19:13:03 UTC  |  Edited by: Beta Vixen
CCP Ytterbium wrote:


  • Market: markets currently have two taxes, transaction's tax, applied for sold items, and broker's fee for non immediate orders, which are set at 1.5% and 1% respectively. To create an environment more competitive for Citadels, we plan on increasing the transaction tax to 2.5% and the broker's fee to 5-6%. Players trading in citadels will still receive the transaction tax, but the broker's fee will be at the complete discretion of the owner. To avoid confusion for the owner, the broker relations skill will not affect player set broker's fee in Citadels.


  • The effect of taxes on markets is well documented in the RL economic literature -- arbitrary taxes which do not reflect underlying economic costs always have the effect of making markets LESS efficient to the detriment of participants.

    What we should expect with this change is a significant widening of the spreads between buy and sell prices -- and a lot fewer player merchants moving goods from location A to location B to better serve the market in B.

    I observe that this will have the likely effect of reducing availability of goods everywhere but the market hubs -- and quite possibly even in those hubs which are outside Jita.

    Now, maybe your modeling of the flood of isk existing within EVE tells you that a large isk sink is needed -- and that a consumption tax [which is approximately what this is] is the way to bring this about. In the absence of of some underlying cost which the Citadel owner needs to recover [monthly operating cost to have a market at all??] I'd think the way to balance the excess isk problem is to reduce Concord bounties paid for ratting [esp in high sec] -- simply to put less isk into the game, rather than find a way to take isk out of the game.


    --older than dirt. older than EVE, too.
    Moac Tor
    Cyber Core
    Immediate Destruction
    #122 - 2016-03-03 19:14:39 UTC  |  Edited by: Moac Tor
    How about this:

    Brokers fee = modified by the security status of the system

    The top brokers which charge the highest fees operate in the most developed secure locations (Jita) wheras low end brokers (who charge the least) have to start in some back end system at the edge of nowhere.

    This can then be further modified by the broker relations skill (your skill at negotiating with brokers)

    Transaction tax = modified by the owner of the station

    This could be set by the owner of the citadel as an arbitrary tax at any rate they wish.

    In the case of NPC stations it could be based upon your Accounting skill and faction/corporation standing with the owner of the station.

    This would make a lot more sense.
    MachineOfLovingGrace
    V0LTA
    WE FORM V0LTA
    #123 - 2016-03-03 19:18:15 UTC
    The more I think about the tax changes, the less I like their direction. It moves the game towards more control in less hands, like in the real world. And the consequences in the real words are pretty bad for the non-elite.

    Currently I can let the big boys play in null and do my own thing in high/low. I'd really really hate to be forced into space politics and big block shenanigans. Please think about why you want to do this, do you just want eve to be a more realistic, evil, grittier place, or do you really think this will improve gamplay as a whole? Just because a feature is cool and interesting and more sandboxy doesn't make it good for the game.
    Denidil
    Cascades Mountain Operatives
    #124 - 2016-03-03 19:19:33 UTC
    Jump clone change =

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    NO NO NO NO NEIN NEIN NEIN NEIN

    Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

    Beta Maoye
    #125 - 2016-03-03 19:23:27 UTC
    CCP Ytterbium wrote:



    • Market: markets currently have two taxes, transaction's tax, applied for sold items, and broker's fee for non immediate orders, which are set at 1.5% and 1% respectively. To create an environment more competitive for Citadels, we plan on increasing the transaction tax to 2.5% and the broker's fee to 5-6%. Players trading in citadels will still receive the transaction tax, but the broker's fee will be at the complete discretion of the owner. To avoid confusion for the owner, the broker relations skill will not affect player set broker's fee in Citadels.

    • Contracts: while Contracts will not be available in Citadels for the first release, the transaction's tax and borker's fee will also go up by the same amount than markets as mentioned above.




    Don't you think 4.5% broker fee (6% with 25% discount from broker relation in NPC station) for each transaction in Citadel is too fat for the Citadel owners(i.e. only big alliances that are strong enough to protect it)?

    If daily volume of one single market hub, for example, jita, is 300 billion, daily income of 4.5% broker fee will be 13.5 billion. And there are more than one market hub in the game. The broker fee market is huge. Is this too big a gift?
    PotatoOverdose
    School of Applied Knowledge
    Caldari State
    #126 - 2016-03-03 19:24:38 UTC  |  Edited by: PotatoOverdose
    CCP Ytterbium wrote:


  • Jump Clones: [...]We are planning to increase that amount to 5m ISK to install a jump clone in NPC stations. That price will also be payable anytime a clone is left behind in a NPC station - so, if you jump clone away from a NPC station from previously established jump clones you will still pay that price.

  • Market: markets currently have two taxes, transaction's tax, applied for sold items, and broker's fee for non immediate orders, which are set at 1.5% and 1% respectively. To create an environment more competitive for Citadels, we plan on increasing the transaction tax to 2.5% and the broker's fee to 5-6%. Players trading in citadels will still receive the transaction tax, but the broker's fee will be at the complete discretion of the owner. To avoid confusion for the owner, the broker relations skill will not affect player set broker's fee in Citadels.


  • I read this as: Hey, I have a great idea! Let's make life terrible for any player that chooses not to use a citadel.

    Citadels will NEVER be market hubs in hisec. Why? Imagine if someone could un-anchor Jita. Trillions upon trillions of isk, lost in movement costs alone.

    Let's punish players for using the old tried-and-true feature so that they use our new and poorly thought out feature instead. Remember how you guys introduced Teams, but then removed them?

    Here's a golden rule for you: If you need to punish players to get them to use a new feature, maybe you need to re-think that new feature.
    Taritura
    Achozen Dueces TecH
    #127 - 2016-03-03 19:36:05 UTC
    CCP Ytterbium wrote:
    ...

  • Market: markets currently have two taxes, transaction's tax, applied for sold items, and broker's fee for non immediate orders, which are set at 1.5% and 1% respectively. To create an environment more competitive for Citadels, we plan on increasing the transaction tax to 2.5% and the broker's fee to 5-6%. Players trading in citadels will still receive the transaction tax, but the broker's fee will be at the complete discretion of the owner. To avoid confusion for the owner, the broker relations skill will not affect player set broker's fee in Citadels.


  • Please remember those are still work in progress changes (especially the market broker's fee tax amount), so please use constructive feedback in your replies.


    Bravo that's how to destroy a game.
    First we have to pay 10% for producing an item.
    And now another 8% to sell s......
    wee 18% tax..... are you f.. stupid ???? or is it intentional to kill all Hs producing/market.

    It's not a f... sandbox when you force people to null sec.....
    Obil Que
    Star Explorers
    Solis Tenebris
    #128 - 2016-03-03 19:36:16 UTC
    PotatoOverdose wrote:
    CCP Ytterbium wrote:


  • Jump Clones: [...]We are planning to increase that amount to 5m ISK to install a jump clone in NPC stations. That price will also be payable anytime a clone is left behind in a NPC station - so, if you jump clone away from a NPC station from previously established jump clones you will still pay that price.

  • Market: markets currently have two taxes, transaction's tax, applied for sold items, and broker's fee for non immediate orders, which are set at 1.5% and 1% respectively. To create an environment more competitive for Citadels, we plan on increasing the transaction tax to 2.5% and the broker's fee to 5-6%. Players trading in citadels will still receive the transaction tax, but the broker's fee will be at the complete discretion of the owner. To avoid confusion for the owner, the broker relations skill will not affect player set broker's fee in Citadels.


  • I read this as: Hey, I have a great idea! Let's make life terrible for any player that chooses not to use a citadel.

    Citadels will NEVER be market hubs in hisec. Why? Imagine if someone could un-anchor Jita. Trillions upon trillions of isk, lost in movement costs alone.

    Let's punish players for using the old tried-and-true feature so that they use our new and poorly thought out feature instead. Remember how you guys introduced Teams, but then removed them?

    Here's a golden rule for you: If you need to punish players to get them to use a new feature, maybe you need to re-think that new feature.


    Or, it could be that NPC stations are so overpowered in these areas that they have to be disincentivised in order to loosen the stranglehold that they have on Citadel related features. Sadly, if you think the cries of outrage are loudest for a few % points of taxes, imagine if CCP actually tried to eliminate NPC stations other than in a few key areas to allow us to have a fully player driven market/economy. People aren't ready for that. These are, I believe, the first steps.
    Vic Jefferson
    Stimulus
    Rote Kapelle
    #129 - 2016-03-03 19:38:14 UTC
    PotatoOverdose wrote:
    Here's a golden rule for you: If you need to punish players to get them to use a new feature, maybe you need to re-think that new feature.


    Let this golden rule be enshrined somewhere, that it may be visible and shine it's light on the imaginations of the developers no matter where they be.

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

    Vic Jefferson
    Stimulus
    Rote Kapelle
    #130 - 2016-03-03 19:42:40 UTC
    Obil Que wrote:
    Or, it could be that NPC stations are so overpowered in these areas that they have to be disincentivised in order to loosen the stranglehold that they have on Citadel related features. Sadly, if you think the cries of outrage are loudest for a few % points of taxes, imagine if CCP actually tried to eliminate NPC stations other than in a few key areas to allow us to have a fully player driven market/economy. People aren't ready for that. These are, I believe, the first steps.


    If anything, null needs more npc stations. They make sov into heatlhy content rich areas, rather than heavily monopolized areas which are logistically impossible for antagonists. Not to mention Phoebe changes make actually moving or invading far out areas that have no NPC station for 15 or more LY basically impossible. No system in k-space should be more than 8 ly from an NPC station. period. One of the big problems in the game isn't too many NPC stations, it is the lack of them that effectively hand monopolies and total safety to a few players, and that is very un-EvE like in my appraisal.

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

    Deck Cadelanne
    CAStabouts
    #131 - 2016-03-03 19:43:08 UTC
    CCP Ytterbium wrote:

  • Jump Clones: current price for installing jump clones in NPC stations is around 100,000 ISK. We are planning to increase that amount to 5m ISK to install a jump clone in NPC stations. That price will also be payable anytime a clone is left behind in a NPC station - so, if you jump clone away from a NPC station from previously established jump clones you will still pay that price. Jump Clones installed in Citadels will not have any NPC taxes, but the owner can charge his own pricing for the service. We also want to remove the maximum limit of jump clones for Citadels: like Citadel offices, your alliance, corporation or public customers will never be denied usage of this service if you grant them access in the first place.


  • 5 million isk every time you *use* a jump clone at an NPC station? That's 10 million if you happen to be jumping from one NPC station to another? When you already have the cost of a 24 hour timer?

    Clearly you intend to force players into player corps/alliances and force them to use player owned structures for basic services.

    Clearly you have not looked at the "unintended consequences." I'll be very narrow in my take on this:

    This will make nullsec PVP even more the exclusive preserve of the big blue doughnut crowd. May as well put up a big, bright "Newbies not welcome" sign. It will probably also leave NPC null basically a deserted wasteland, as if it isn't non-viable enough already.

    Maybe incentives work better than arbitrary punishments, no?

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

    - Hunter S. Thompson

    motie one
    Secret Passage
    #132 - 2016-03-03 19:43:21 UTC
    Vic Jefferson wrote:
    PotatoOverdose wrote:
    Here's a golden rule for you: If you need to punish players to get them to use a new feature, maybe you need to re-think that new feature.


    Let this golden rule be enshrined somewhere, that it may be visible and shine it's light on the imaginations of the developers no matter where they be.


    Why isn't this on your CSM thread? This alone would have got you on my ballot!
    Oddsodz
    Federal Navy Academy
    Gallente Federation
    #133 - 2016-03-03 19:51:11 UTC
    5m isk to jump to one of my "Clone Heads" is a bit of a stinker. Not the end of the world, but still a stinker. Now if you was to say make it 10m but there was no time limit to switch from one clone to the next. Then I would be very happy.

    I myself don't care for having jump clones all over the place (but that is how there right now). But what I would love is for me to be able to say "hey I am going to fly my super fast Fed navy comet today, I think I would be a good idea to have my snake implants in my head". I then go out and have me some Pew Pew. Come home and say, "Humm I fancy me some Enyo fun, Maybe it's time to fly with some Slave implants". But I can't do that due to time limit on clone jumping. Sure we have all loved with that for a long time. But I really do think it would a deal winner for Citadels to have that "Bonus" selling point. Wormhole implant users will love you for ever and ever. Right now they can't even choose in a timely manner at all. They get no real chance to switch to what is needed if the invading force comes a knocking. Citadels would give them that if there was no time limit.

    Anyway. That's my feedback

    Hope it helps
    Rek Seven
    University of Caille
    Gallente Federation
    #134 - 2016-03-03 20:04:29 UTC
    Querns wrote:
    Rek Seven wrote:
    Why isn't the security status of a system being considered?

    For the transaction taxes, it should be lower in low sec and non existent in wormholes and null sec.

    If this was the case, everyone who wanted to sell stuff in 0.0 would just set up a market in NPC 0.0, where the taxes were low-to-zero and there was no chance of disruption via explosion or ACL lockout.

    NPC stations in 0.0/lowsec need these fees too.


    This is for citadels not stations. Low/zero tax should be one of the major incentives to choosing to setup in a citadel as opposed to a station.

    Citadels in NPC null are also distructable and they would have a tax because it is not true null sec.
    Zappity
    New Eden Tank Testing Services
    #135 - 2016-03-03 20:05:21 UTC  |  Edited by: Zappity
    I think the jump clone cost is too high (thinking starter PvP in lowsec).

    The market fees are not high enough. I'd prefer more like 10%, otherwise the prices could just step up to compensate.

    Contracts REALLY need to work for citadels before we will see any significant market shift. Maybe wait until this is ready before changing the broker fee.

    Zappity's Adventures for a taste of lowsec and nullsec.

    Charles Surge
    VULSI
    #136 - 2016-03-03 20:07:31 UTC  |  Edited by: Charles Surge
    5M to JC is too high.

    It is an incentive not to JC, and thus +1 incentive not to play the game.

    Edit: SP training time is under more scrutiny than ever due to SP Trading. Asking someone to JC into PVP clone would mean 5M ISK, the JC timer, and likely slower SP training due to implant differences.
    Zappity
    New Eden Tank Testing Services
    #137 - 2016-03-03 20:08:35 UTC  |  Edited by: Zappity
    Can you please clarify asset safety mechanics?

    1. If a large citadel is destroyed in a highsec system with an NPC station does it still cost 10% to recover inventory? Or is transfer to an NPC station in the same system free?

    2. If a large citadel is destroyed can you recover assets for no fee by building a medium in the same system? Or is it size-specific?

    Zappity's Adventures for a taste of lowsec and nullsec.

    Zappity
    New Eden Tank Testing Services
    #138 - 2016-03-03 20:09:45 UTC  |  Edited by: Zappity
    Charles Surge wrote:
    5M to JC is too high.

    It is an incentive not to JC, and thus +1 incentive not to play the game.

    Agreed. This is a tax on PvP whereas the other fees are a tax on profitable activities. Profit taxes are good, PvP tax is bad.

    I think that the ability to stack jump clones in the same structure (vs just one now) is adequate incentive. The current system is a real pain.

    Zappity's Adventures for a taste of lowsec and nullsec.

    aldhura
    Blackjack and Exotic Dancers
    Top Tier
    #139 - 2016-03-03 20:13:31 UTC
    Can citadels be set for alliance use ?
    Lugh Crow-Slave
    #140 - 2016-03-03 20:14:01 UTC
    Will I still be able to allow people to do reprocessing while not letting them use compression?

    Also can we have it so you can only see the market of a citadel if you can use it otherwise I can see it being frustrating for people trying to by something only to just see a huge list of items you can't get to. (I see this being particularly hard on new players) also in wh it would be nice not to be advertising what's in your giant loot pinata